The game will take place in a top-down format. There will be a base the player can build and upgrade. The base will be essential to the story and tied to upgrading the player's skills, gear, and stats. The player will control one person but can team up with several AI-controlled teammates to tackle harder missions. The main traveling in the world will be done via a map (think of Fallout 1 and 2). The player can explore the map and find locations and towns to trade and get missions from. Controls will include mouse and keyboard (later will add controller support). The player will also have the ability to unlock different powers for his exo-suit EX: stealth, mass fear, and sand related powers (sand/fireball, sand wall, sand trap, etc.). The player will also be able to breed llamas to ride (and possibly race them) and eventually unlock cars to travel further into the Alaskan wasteland. Traveling is restricted to the amount of water the player carries. You'll be able to upgrade the amount of water carried and the travel speed to allow the player to explore further from their base. Beware though the further you go out the more dangerous it becomes. Player death will not be perma-death although as a game designer I do believe in some sort of punishment for death. The idea of loss makes the game more exciting and fun.
999 years following the events of The UWN Superfluous' mission to save the earth the pieces of the asteroid in which the fabled ship destroyed crashed into Earth causing massive destruction and loss of life. Many years later the remainder of humanity clings to life in the dry arid lands once known as Alaska. Radiation has caused mutations and mass extinctions. The large bipedal rhinos are known as the Karkadann and the frog-like carnivore known as the Anura are both products of this mass mutation. A very tenuous peace between the three races is kept in check only by the limited resources each side controls. Humans have most of the knowledge to build and maintain the tools and machines to help extract water and energy. The Karkadann protect the only large known source of water and use it to produce the large quantities of vegetables their size requires (they are herbivores). The Anura have monopolized the salvage market; if you need anything ask an Anura. Being amphibious they can dive in the toxic oceans and bring back material and technology once thought lost.
More mysteries unravel as the land is plagued by a new threat. The dead are rising and seem to be controlled by the once recluse Inks (ink like creatures that take the form of humans and wear bones for decoration). Why have the Inks turned aggressive? Will the three tribes ban together to face a new threat or slowly be swallowed by it because they can't trust each other? Is llama racing really in the game?
This is a continuation of the story from my previous game "The Superfluous" also on itch.io here. You will not have to have played my previous game to understand this one. If you did play it you might meet some familiar characters in your adventure though.
As per my last post I've added the system to recruit unique companions. As of right now, I have only one that is recruit-able. Details are as follow:
So companions take up a bed in your base but do not count against your people cap. They do not do any real work (except act as guards I suppose) [see CAMP MATE IMPROVEMENTS BELOW]. They will in the future eat and sleep as campmates do.
I plan on maybe 6 to 8 companions you can find and recruit. Other soon to come companions are as follows:
Campmates can now be assigned jobs, but are no longer recruit-able to join your adventures. Here is the implemented and planned list of jobs:
Jobs can be switched by talking to a campmate and using the new campmate menu.
You can call a camp mate to you by right-clicking OR by using a bell to call everyone. The bell wakes people up and stops them from doing their job until you turn it off (old bell used to turn itself off after a period of time). It also spreads your mates out better and displays their job titles (though not always legible :) ).
They also have energy and now must sleep when they are tired. They have hunger and thirst but those won't be implemented until later. The sleep system will change too: to be more realistic. Energy will drain doing jobs or slowly by itself at night time. Right now it just slowly drains with no regard to actual work. I'll need to work on balancing the amount of time awake and working versus sleep.
Major releases 3.0 to 3.7 Added towns, quests, raiders, electricity objects, new weapons.
Summarize the story and gameplay in Sand. Provided links to the road map and download links.
I stealth added cats into the last night's update. I really was just too tired to write a new devlog.
Alpha 0.3.0 - Release BIG feature release today. In Sand 0.3.0 you can create more than one base!
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- Added companion system and campmates now have jobs
Sand Alpha 0.3.7 - Added Missions and lots more. See full log at itch.io
Alpha 0.2.9 Change Log | Bulls, Smart Skellies, NPC Names
Alpha 0.2.8 release see changelog to see change made
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