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Escape: Sierra Leone is an exploration and survival game created with the Unreal Engine 4. The game is focused around complete freedom and on interacting with a vibrant and alive world. It takes place on an island chain based loosely off the real life Banana Island chain, off the coast of Sierra Leone. With approximately 21 square kilometers of terrain to explore, fight, survive and escape from. You start with no weapons, no supplies, no idea of where to go, getting those is up to you. The gameplay and style are going to be based loosely off of the mod Escape: Paradise for Crysis 1, you can check that out HERE, if you wish.

Set during the 1997 civil war, the main antagonists are the Revolutionary United Front, a notorious group rebelling against the government. The RUF have occupied the Banana islands and are busy clearing the previous inhabitants out in a quest for diamonds, recruiting who they can, and killing, maiming, enslaving, or torturing those they can't.

You play as a civilian trying to escape the island. Throughout the game, you are forced to make a series of choices that will eventually lead to you making your escape. Everything from how to approach your attempted escape, to how you interact with other people can have an affect on how everything plays out in the finale. The game is totally open and you are never given "quests" or "objectives" beyond simply escaping. You may have encounters during the game in which you are asked to help someone, but these are completely open, you can fulfill their request, or simply ignore them, or even kill them, if you wish.

There are going to be at least three methods of escape, and a minimum of 12 different endings, influenced by choices you make throughout the game. Both of those numbers are likely to rise as development progresses. The gameplay will be from a first-person perspective, there will be a basic inventory system and you can collect weapons, food, first aid, and other items as you play. Combat will be pretty realistic and very brutal. I'm adding a wounding system with appropriate animations and sound effects for both NPCs and the PC.

Key Features:
-Scavenge the entire island for supplies you need to survive, from a banana to an AK-47. No invisible walls or extra loading screens.
-Engage in vicious and realistic combat... or don't, if you're a sneaky type.
-Using a simple and intuitive 12 slot inventory system, make the hard call which items to keep on you based on your play style.
-Death comes in more forms than bullets, avoid disease, dehydration, starvation, car crashes, wildlife, and of course, falls.
-24 hour day/night cycle with a weather system that includes rain of varying strengths, wind, lightning and thunder.
-Discover and protect safehouses, they are your only chance to save your game and serve as a good spot to stockpile supplies.
-Find, fix up and fuel different kinds of vehicles, from a diesel powered mini tugboat to a gas powered beater of a car, walking won't get you anywhere fast!
-Interact with the environment, from turning a lamp on or off, to cooking food on a campfire you built, there are many ways you are involved in the dynamic world around you.
-Get lost (literally) in the thick jungle, or stroll around the more open savannah.
-Explore an unforgiving, although deceptively pretty island. This isn't like Far Cry, you will die... a lot.
-A semi-random spawning system keeps enemy and pickup placement fresh on multiple play-throughs, while keeping loot logical given it's location.
-No hand-holding or magical maps or arrows to push you to success, it's all you!
-Very limited HUD and a focus on immersion and realism.

More information will be posted as development progresses. If you have any comments, suggestions, questions, whatever, please shoot them my way, as long as you're constructive. Thank you for your time, and for reading through this,

Adam

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So far, I'm very pleased with the decision to change engines. Leaving CryEngine 3 meant throwing away a ton of work, essentially I have to remake large portions of the game. That being said, this experience is giving me a lot of time to work on adding and honing features that I'd given up on implementing in CE3, due to it's lack of (stable) features and support.

The marketplace has been a big boon to a solo developer such as myself, allowing me to buy models at a fraction of the price I usually would pay a freelancer to custom make them, it's then a simple matter to tweak and edit materials or other attributes to fit my game. I get asked a lot about whether E:SL will be as good looking on Unreal Engine 4, and I personally think so. Of course, it's subjective, but if you compare my CE3 screenshots to these ones, you can judge for yourself.

Unreal Engine 4 In-Game, Early Development

CryEngine 4, Early Development

So far, I've added more features than I can remember off the top of my head, but some of the big ones are as follows:

- A 24 hour day/night cycle, with a variance in the moon (and moonlight) depending on the day of the month.

-A dynamic rain system that varies the amount of raindrops by the severity of the storm. The wind will also ramp up and lightning strikes will happen in the distance.

- Realistic projectile-based weapons that fire an actual bullet model and can penetrate thin surfaces, be affected by gravity and wind, and bounce.

- A realistic vehicle system that tracks fuel use, damage to the engine and transmission (with appropriate realistic responses if either sustains heavy damage), and allows the player to independently control the various parts of the vehicle (lights and the engine can be turned on/off on demand).

- A realistic wounding system for enemies, every impact plays an animation, ragdoll simulation, or a combination of both, whether it's a lethal shot or not. Enemies can also be incapacitated or scared into changing behavior. Excessive suppression can cause them to drop weapons and flee, surrender, or if they get wounded they will drop their weapons and try to crawl or run away.

Like I said, I'm missing some big features, and I'll probably remember them right after I post this. The crazy thing is I expect to be where I was on Cryengine in another 2 months or less. It's still too early to guess on a release date, since I want to avoid early access, and instead put out a finished, heavily polished product.

If you're interested in the project, please view the new screenshots in UE4 I've added to the Gallery. To everyone that's been following the project, thank you for the support and patience.

Adam

Escape: Sierra Leone is Moving!

Escape: Sierra Leone is Moving!

News 0 comments

Due to several hangups with Cryengine 3, Escape: Sierra Leone is moving to Unreal Engine 4.

A No-BS Update on How Things Are Going

A No-BS Update on How Things Are Going

News 4 comments

Well, it's been almost a year since I managed to get the Greenlight. I can't believe time has gone so fast and that I've managed so little regarding this...

Update On the Beta Status

Update On the Beta Status

News 5 comments

I've been quite on the E:SL front lately, an update on how things are going.

Escape: Sierra Leone Alpha Demo Uploaded to Indie DB!

Escape: Sierra Leone Alpha Demo Uploaded to Indie DB!

News 10 comments

After several months of work, I've gotten to the state where I can release a playable build. It's still an early alpha, and has a few issues that need...

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E:SL Alpha Demo V0.1 (PART 2 OF 2)

E:SL Alpha Demo V0.1 (PART 2 OF 2)

Demo 23 comments

You will also need the files in this .zip for the game to work, please make sure you download this as well as the Part 1 files. Then, extract and merge...

E:SL Alpha Demo V0.1 (PART 1 OF 2)

E:SL Alpha Demo V0.1 (PART 1 OF 2)

Demo 16 comments

The free alpha demo for Escape: Sierra Leone. This is an early build designed to give players a chance to try the game. It's pretty rough and unpolished...

Comments  (0 - 10 of 95)
AltoSaxon912
AltoSaxon912

Nice to know the project's not dead. I remember having fun tooling around in a pre-alpha build a year or two ago

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Slayer_2 Creator
Slayer_2

Thanks, it's changed a LOT since that build, Unreal Engine 4 has let me do a lot of crazy things. There is a possible beta build coming soon, although I may do early access, still have to see how it goes.

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Guest
Guest

how do you install the game what do i do wine you get to enter Bin32 or Bin64 what do i do there

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Slayer_2 Creator
Slayer_2

There should be an executable for each type of game. Use 64 bit if you have a 64 bit OS, or 32 bit if you're running a 32 bit OS.

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Guest
Guest

sorry 32 bit version doesnt work!!! its missing a file i emailed you before about it! its the ximput1_4 dll and without it there is no way to play! the 64bit version works fine but i dont have 64bit version going by what others say can you please fix it???

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Slayer_2 Creator
Slayer_2

Send me a PM and I'll shoot you a link to my email address so I can send that file along for you. Just so you know, the initial release of the game will only support x64 although 32 bit support is planned down the road.

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Guest
Guest

This comment is currently awaiting admin approval, join now to view.

trollman2000
trollman2000

this is how my game looks like can someone help me Youtu.be

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Slayer_2 Creator
Slayer_2

That is odd, I'll try to reproduce it, can I have your system specs?

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Guest
Guest

i need some help

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Slayer_2 Creator
Slayer_2

With what?

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Escape: Sierra Leone
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