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Dust Chamber : Infinite Structure. Dust. Descent into the abyss (SOMA+ Dark Souls + Subnautica) (Forums : Development Banter : Dust Chamber : Infinite Structure. Dust. Descent into the abyss (SOMA+ Dark Souls + Subnautica)) Locked
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Aug 5 2021 Anchor

Hello!

We ( me and artist ) are making a first person adventure game with antisurvival elements.

The game takes place in the isolated, abandoned world, at the intersection of dark fantasy, ancient mythology and science fiction.
Kind of mixture of SOMA's atmosphere and narrativity, Subnautica's progression and Dark Souls levels design principles (verticality, shortcuts).

We play as an immortal character, consumed by the Defiling, seeking eternal oblivion.
He no longer needs food or water, he can't sleep anymore. One day he meets a lonely child, who believes that somewhere deep in the Abyss, under abandoned settlements and ancient gravesites, there'is a way out of their closed world.

We must help her survive and not let the Defiling consume her.


You can follow us on Twitter : Twitter.com

or Facebook : Facebook.com


BBgx2ANAJcaRSlOQUser Posted Image


Edited by: Jeaniro

INtense!
INtense! End Boss
Aug 9 2021 Anchor

Amazing production quality - you should totally setup a profile and share updaets here: Indiedb.com

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Scott Reismanis
DBolical | @scottreismanis

Aug 10 2021 Anchor

Really cool. However focus on level design more, you got the graphics concept design pretty
much covered. Can you explain gameplay?

Aug 14 2021 Anchor

Amazing production quality - you should totally setup a profile and share updaets here: Indiedb.com

Thank you! Yep, I'll defintely do so :)

Really cool. However focus on level design more, you got the graphics concept design pretty
much covered. Can you explain gameplay?

Thanks a lot!

Well, in a few words :

- collecting raw dust with void machines, refining it, extracting metals organics and acids

***Dust in our world is a mysterious type of matter that contains all the necessary chemical elements***

- printing parts and components to repair and improve machines, increasing production

- creating artifacts to get acess to previously closed locations

- exploring, finding secret tunnels and shortcuts, opening the way to Void (where Abyss starts)

- navigation with a radio and white noise

- detection of contaminated airborne particles to avoid dangeruos zones

- X-ray scanning to find secret stashes and buttons

- repairing machines and anceint mechanisms using flaw detector

- searching for schemes, programs and recipes, crafting food for a child and embalming agents for yourself

- restoration of old cargo system that connects distant parts of Structure to help the child survive

- searching for junk for incineration in the kiln to get some heat, creating heat injections for using outside of hub

- energy management, creating fuel cells

That's just some gameplay aspects, without narrative stuff.

And sorry for my English.

Edited by: Jeaniro

INtense!
INtense! End Boss
Aug 15 2021 Anchor

so it's a first person atmospheric puzzle type game?

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Scott Reismanis
DBolical | @scottreismanis

Aug 16 2021 Anchor

so it's a first person atmospheric puzzle type game?

There are some puzzles in the game, for example righ now I'm working on the level, inspired by the Clockwork Mansion - mechanisms, moving rooms and all that stuff.

Sometimes the player will need to repair some machines, or connect them to power supply, or restore old cargo system, or find the source of the radio signal using white noise.

But in general I'd say our game is more about story and survival (antisurvival to be precise) than puzzles. Perhaps with some elements of metroidvania : like you can't pass certain locations without some artifact/device, which can be crafted or found.

SOMA + Subnautica + a liiitlle bit of Factorio (mining dust, production chains).

Edited by: Jeaniro

Aug 16 2021 Anchor

any enemies???

Aug 17 2021 Anchor
acosix6000 wrote:

any enemies???

Nope. Environment is an enemy.

Edited by: Jeaniro

Aug 17 2021 Anchor

But why?

Aug 19 2021 Anchor
acosix6000 wrote:

But why?

I don't think we need them. And I don't like when they put monsters everywhere just to be there. Our game is not survival horror, not RE and not even SOMA (these monsters in SOMA in my opinion were superfluous).

And we don't have budget for them ( actually we don't have budget for anything, but for enemies especially :))

And by the way, our main character is almost immortal. He is not afraid of death, he is seeking death.

We don't mind to add some horror elements to our game but that would be rather David Lynch's vibe than Allien. Like there is something bewtween walls, and behind that red door. Something that can't be seen, you just feel that there's s something from the other side here.



Edited by: Jeaniro

Aug 19 2021 Anchor

What did the game get the title name from?

Aug 20 2021 Anchor
acosix6000 wrote:

What did the game get the title name from?

Dust Chamber in our world is a small room in which all the collected dust is stored.

-----------------------------------------

New update :

You can find a lot of things inside walls : secret stashes, hidden mechanisms, walled up bodies (sometimes not quite dead).


Edited by: Jeaniro

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