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FOLLOW PREVIOUS DEVELOPMENT ON ITCH.IO


ROAD MAP:

GAMEPLAY:

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.

STORY:

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.

DEVELOPMENT PLANS:

  • Alpha - Free (always free here)
  • Beta - half price (5.99$ ?)
  • Kick-starter/IndieGoGo
  • Early Release on Steam and itch.io (full price)
  • Final Release

NOTES:

  • To change keys open the keyboard_setup.ini file in a text editor and change them there. You can only use letters (for now) and they must
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Sand Alpha 0.3.9

News

UNIQUE COMPANIONS

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:

  • Found at Steven Farm after you complete the main quest there.
  • Recruit-able for 500 scrap. Which can be made easily from the repeatable mission that Steven "The Younger" gives you.
  • Being the first companion you come across he isn't hard to get... well sorta :) <-- You'll understand once you play
  • A twitchy sniper character with a rifle.

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:

  • AFTER ANCHORAGE QUEST LINE: A nudist raider with a shotgun (because why not?)
  • AFTER ELLIE'S ORPHANAGE MISSION: A kid with a bat. Can't die (obviously), but sits down and cries if they take too much damage. Hops back up after enemies are gone fully healed. Won't have lots of life, but you won't have to heal them so it is a trade-off. Only available if you didn't press the button (SPOILER IF I SAY MORE).
  • OTHERS ARE UP IN THE AIR

CAMP MATE IMPROVEMENTS:

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:

  • Guard - Defends the camp with a bow (or other ranged weapons based on defense level [not implemented])
  • Farmer - plants, harvest and waters crops
  • Lumberjack - Cuts and plants trees
  • Rancher - Harvest animals and fills up water barrels
  • Water Manager - collects water from wells (the easiest job to replace with auto wells and a collector)
  • Custodian - Sweeps floors and refills generators with wood. They will also clean solar panels (when I implement that)
  • (Planned) Market Manager - will auto-fill market stalls according to an inventory level (set with a register item[not made])
  • (Planned) Mechanic - repairs any damaged base item

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.

OTHER CHANGES:

  • Chickens eggs are harvest-able for meat. Ranchers don't kill chickens (like the robot does) instead they harvest the eggs for meat.
  • Livestock grates are a new build-able. I noticed that sometimes animals escaped now that people can open and close doors. I added this to block all animals from crossing, but it will allow people to cross.


  • Robots cost a lot more to make
  • Camp mate max update from 6 to 8
  • Campmates remember their looks, names, and jobs. This should have been a given but wasn't the case until this update :)
  • Rifles now penetrate
  • Bells now call unique companions as well.
  • Game zip is bigger than usual. I am working on getting music smaller but faster.
Sand Alpha MAJOR UPDATES

Sand Alpha MAJOR UPDATES

News

Major releases 3.0 to 3.7 Added towns, quests, raiders, electricity objects, new weapons.

Game Summary and Info

Game Summary and Info

Feature

Summarize the story and gameplay in Sand. Provided links to the road map and download links.

Cats

Cats

News

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

Alpha 0.3.0 - Release

News

Alpha 0.3.0 - Release BIG feature release today. In Sand 0.3.0 you can create more than one base!

RSS Files
Sand Alpha 0.3.9

Sand Alpha 0.3.9

Full Version

- Added companion system and campmates now have jobs

Sand Alpha 0.3.7

Sand Alpha 0.3.7

Full Version

Sand Alpha 0.3.7 - Added Missions and lots more. See full log at itch.io

Sand Alpha 0.3.0

Sand Alpha 0.3.0

Full Version 1 comment

Alpha 0.3.0 - Release | BIG feature release today. In Sand 0.3.0 you can create more than one base!

Sand Alpha 0.2.9

Sand Alpha 0.2.9

Full Version

Alpha 0.2.9 Change Log | Bulls, Smart Skellies, NPC Names

Sand Alpha 0.2.8

Sand Alpha 0.2.8

Full Version

Alpha 0.2.8 release see changelog to see change made

Sand Alpha 0.2.7

Sand Alpha 0.2.7

Full Version 1 comment

Added triggers, missions, bug fixes and more. See article for full changelog.

Comments
LunarShuriken
LunarShuriken

Looks megacool to me!

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Sand: A Superfluous Game
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Voided Pixels
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Style
Genre
Role Playing
Theme
Sci-Fi
Players
Single Player
Project
Indie
Series
The Superfluous
The Superfluous Platformer
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Latest tweets from @the_superfluous

RT @NastyRogueGame: Boss fight! 🙂 I'm still working on adding new dungeons / enemys to the game. Thanks for the support lately as been… T.co

Sep 10 2019

RT @Claudio_Tulio: looking for a fishing spot #gamedev #madewithunity T.co

Sep 10 2019

This developer is still alive? T.co

Sep 6 2019

RT @ShieldBearerDev: The latest thing I've been working on - Skills! Right now I only have a handful, but so far so good! (: #indiedevT.co

Sep 4 2019

RT @The_Superfluous: New Dev log and update for Superfluous Sand Voidedpixels.itch.io T.co

Sep 3 2019

New Dev log and update for Superfluous Sand Voidedpixels.itch.io T.co

Sep 3 2019

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