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Isomer is an isometric realtime strategy game inspired by classic XCOM and other more recent sandbox style games. It's open ended, designed to be played in a variety of ways with world exploration, survival, crafting and strategy all blended together. Build up your forces by trading resources for reinforcements with passing resupply ships and mutate your troops into specialist units from scouts to warriors. Enemy forces attack periodically in an attempt to destroy your bases and facilities. How long can you survive? The worlds are procedurally generated, large and teeming with hostile forces, enemy bases, deep catacombs and life. On some worlds, extensive enemy facilities have sprung up and the inhabitants don't take too kindly to new arrivals attempting to poach resources from their backyard. Mined resources can be used to build structures, traps or fortifications as well as traded periodically.

Post news Report RSS Character design concept art

There are a number of different units that can be created and controlled in Isomer. The basic creature that you start off with is the humble worker, this slow but moderately capable creature gives way to 18 others along three different evolutionary tech trees. The emphasis will be on the player to find out and have the right combination of evolved entities in groups working together, I thought it would be fun to show a bit of the early character designs we have created.

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There are a number of different units that can be created and controlled in Isomer. The basic creature that you start off with is the humble worker, this slow but moderately capable creature gives way to 18 others along three different evolutionary tech trees:

  • Scouting/Sensing
  • Combat
  • Support/Engineering

Each character differs from the others visually and in terms of abilities with key attributes (e.g. speed and perception for the scouting branch) increasing across each successive evolution. Apart from the relatively weak starting creature no others are universally capable - for example, combat evolutions produce warriors who get incredibly powerful, but lose the ability to mine or build, another example is engineer/support type evolutions that are adept at mining tunnels, building fortifications and healing troops but have poor armour and a weak combat rating. Some later evolutions are very specialised to particular skills including hopefully some quite unique and unexpected capabilities. ;)

We are still balancing and tuning abilities, but the emphasis will be on the player to find and have the right combination of evolved entities in groups working together for the situation.

A detailed description of each entity will be saved for another news item (that and it would be good to show the finished artwork for each at the same time) I thought it would be fun to show a bit of the character design concept art thus far.





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