Remnant is a 4X space strategy game with a heavy emphasis on espionage, tactics and logistics. A few twists to the genre include: orbital mechanics, full 3D tactical combat with six degrees of freedom and a roster of randomly generated agents that act as governors, admirals and spies. We're currently on Kickstarter and Greenlight with plans to be released by the end of the year.
I'm very happy to announce that Remnant was Greenlit in only 6 days thanks to your amazing support. Valve has reached out to us and the paperwork has begun that will eventually get the game on Steam. Thank you again for all of your amazing support - we couldn't have done it without you.
Colonization and colony management is something I haven't covered a lot here on IndieDB so I'm going to take the time to break it all down today.
Careful consideration must be given to where and when colonization happens because unlike most strategy games that have static maps, Remnant features a dynamic map where all planetary bodies move in orbit as the game progresses. Colonizing a planet's moon(s) may keep it at arm's length to the rest of your colonies, but will lack the output of larger worlds with more abundant resources. Expand too far and your empire will be spread too thin but expand too little and you'll lack the influx of resources required to keep your enemies at bay.
A wide array of structures can be constructed on each colonized world and the more structures of the same type, the greater their output. Structures available for construction are:
Farm: Increases the amount of food the colony produces.
Mine: Increases the amount of ore the colony produces.
Refinery: Converts ore to metal over time.
Habitat: Increases the colony's population limit.
Construction Yard: Increases the rate at which structures are constructed.
Shipyard: Allows for the construction of ships.
Research Lab: Increases the rate at which technological breakthroughs are achieved.
Academy: Recruits randomly generated agents periodically.
Training Facility: Passively increases the attributes of all agents stationed on the planet.
Intelligence Bureau: Increases the failure rate of enemy agents.
Shield Generator: Increases the amount of time required by a hostile force to capture the planet.
All structures modify the base planet's rate -- building a farm on a volcanic world will not yield the same quantity of food as building a farm on a terrestrial world -- and each structure comes with an associated maintenance cost that must be maintained or the structure will be scrapped.
If you haven't done so yet, check out our campaign and show your support by backing us. We're 20% funded and could always use your support. Every backer gets to add a bit of themselves to the game and every bit helps.
Thanks for your continued support.
We're in the top 50 on Greenlight and need your support on Kickstarter.
Still getting settled on IndieDB, so I apologize for the lack of information thus far. I'll be expanding the information available over the next few days...
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