Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Basically, if you want to just race through and mark it as 'done', it might not be your game. But individual runs are intended to respect the amount of time you have available, and we're aiming to be fair in terms of difficulty and the encounters you have. Some runs *will* be harder than others depending on which aliens are around, and certainly you can have bad luck where someone will just decide they don't like you and decide to blow you out of the sky just for existing. Overall though, we think you'll find it the kind of roguelike where the limits add tension rather than just allowing unfair, out of nowhere death designed to wipe out your progress.
That sounds awesome to me! I hope to not easily die just due to doing a poor job of piloting a spacecraft. With Richard doing the writing, I know that the narrative aspects will be fantastic!
Just on the piloting thing - if you fly into a planet or the sun then you take damage and the crew will be hurt, but it's probably not going to kill you (the ship goes into auto-pilot to try and fly around). As for the Lander, dunk it in lava or keep smashing it into rocks and yeah, it'll explode and kill the pilot (though it's pretty sturdy, and scanning planets will tell you which ones are probably best avoided), but there are ways of getting more Landers and you have four crew.
That being said... Why not to make a hardcore difficulty setting? I can't see a single reason why you couldn't add a softcore/casual or hardcore difficulty choice at the start of a playthrough, with the former allowing as many saves you wish.
As far as achievements go... well, for one they hardly matter. Secondly, if you'd prefer to encourage the hardcore difficulty, do what Paradox does, block achievements from triggering when you're not picking the hardcore choice.
But as said, don't get too caught up on 'roguelike = hardcore'. One mistake isn't typically going to kill you, and that includes flying into the sun (it's not GOOD for you, but...) It's more about the accumulation of damage, the results of your decisions, and having loss being temperered with the chance to head back in and find lots more cool stuff as well as be better informed.
Fair enough. In any case I look forward to the launch of the game.
The player should have options to play the game however he wants.
Please consider "rogue/one-save" as a hard option, and "save as many times as you want whenever you want" as an option for those who want that.
When people have OPTIONS, then everyone's happy.
There is a lot discussion what aspects are important to be a "rogue-like" I like this one:
http://www.proceduraldeathlabyrinth.com
For us are two aspects important:
When you want to feel lost you should know the way home -> generated play field
When you want to have decisions with impact and being a REAL decision -> only one save, can't go back and correct your decision because you didn't like the outcome.
What we don't want and need is: random death. We want that your decisions matter so there need to be consequences. And yes, sometimes hard consequences. But when you want to give freedom to the player, there should always be enough ways to overcome a rough time.
So at the end some purist might say we are not a rogue-like and I think it is not important what category we fall in as long as we achieve to make stun game.
You might get a better idea from a video and an interview I gave during E3.
https://youtu.be/MxqBU9RxZiY
Or when you are from the Seattle area come to the PAX and I let you play *nervous twitching eye*
I think it should be made to the way Grifman wants. As a matter of fact we should only speak when Grifman deems it necessary. I kid
In all seriousness I think what Grifman was saying is that this game is everything he wanted but the rogue part puts a damper on it and he is hoping there can be an option not to play it that way.
My 5 cents is that this will be a short play through so the rogue part won't interfere. I think developers do this because there wouldn't be enough content to have a 20 hr game. Reminds me of into the stars, hopefully without the pitfalls.
Ironically, roguelikes need *more* content than a linear game, since they have to keep players interested for game after game after game rather than just worrying about filling X hours, rolling the credits and everyone moving on. In the case of TLJH for instance, only half the main empires appear in any playthrough, which means more quests needed overall since the ones who are left have to offer a full game's worth of possibilities. Just for starters :-)