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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. 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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