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Remnant
 
 
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Genre: Strategy
Platforms: PC, Mac, Linux
Languages: English
Posted
Updated
May 20, 2015 @ 2:08pm
May 27, 2015 @ 8:38am
Recent Announcements View All (1)
We're greenlit!
Description
Release date: Late 2015


Remnant is a real-time 4X space strategy game set in a single planetary system. Some of the features that make Remnant unique are:
  • Full 3D Battles: Combat takes place in completely open space with full six degrees of freedom. No tiles. No grids. Simplified Newtonian physics allow movement in one direction while facing (and attacking) another.
  • Espionage: A complex espionage system involving agents that gain experience and level up. Capture or assassinate other player's governors, admirals and spies or disrupt their fledgling empire through sabotage and subterfuge.
  • Orbits: A dynamic map where all planets, moons and asteroids move in orbit as the game progresses. Colonizing a moon will keep the colony at arm's length but not yield as many resources as capturing the more vulnerable outer planets and asteroids.
  • Logistics: Resources are local to each planet rather than empire wide. The transportation of resources from mining worlds to forge worlds create emergent supply lines that are vulnerable to disruption.



Taking place in a pre-warp era, a single planetary system is available for exploration. Each celestial body is procedurally generated but stems from seven basic types: volcanic, terrestrial, oceanic, rocky, icy, barren or jovian.



Planets of different basic types produce resources in varying quantities. Food is more easily produced on terrestrial and oceanic worlds but metal deposits are more readily accessible on rockier planets. Exploring far outside the habitable zone is key to the success and growth of your empire.



There are three main resources in Remnant: food, ore and metal. Food and ore are produced at a certain rate depending on the base planet type but metal is only produced through the refinement of ore. You can build structures (farms, mines and refineries) to increase the amount of resources produced by a colony but note that it's only a multiplier to the base planet's rate. Building a farm on a volcanic planet is not equal to building a farm on a terrestrial planet. This creates world specialization: farming worlds, mining worlds and forge worlds with the transportation of resources key to their efficiency. The supply lines that emerge are vulnerable to enemy disruption and need to be protected.



Due to the nature of orbiting celestial bodies, careful consideration must also be given to where and when colonization happens. Colonizing a planet's moon(s) will keep the new colony at arm's length but won't yield the same resources that colonizing an ore rich asteroid on the edge of the system would. Plan carefully or risk spreading your empire too thin.



Remnant features a complex espionage system and at the root of the system are the agents. Agents are randomly generated characters that can be recruited to act as governors, admirals and spies. Each agent has attributes that dictate their abilities and those attributes increase over time as they perform their roles. Governors are assigned to planets and boost production. Admirals are assigned to fleets and boost combat abilities. Spies are sent on missions such as sabotaging structures or ships, intelligence gathering, kidnapping or even assassinating other agents.



All agents are vulnerable: they can be captured or killed by enemy agents or in performance of their duties. Governors can be captured or killed if a colony falls. Admirals can be killed in battle. Spies can be captured or killed when caught performing a mission. Losing experienced agents, especially governors and admirals, can be a major setback to any burgeoning empire.



Inevitably, conflict spills over into open war between factions. When two hostile fleets meet, combat usually ensues. Combat in Remnant takes place in an open space environment with full six degrees of freedom (6DoF). Ships can move along any axis and rotate to face any direction. No grids. No tiles.

Fleet composition is important to survival and ships fall into three basic types: corvette (small), cruiser (medium) and capital (large). Corvettes have the advantage of speed and are more easily capable of attacking capital ships where they lack firepower (usually around the engines). Cruisers fit right in the middle, they're fast enough to avoid being flanked by the corvettes but have superior firepower and should be used to escort your capital ships. Capital ships have immense firepower and are used to clear out the slower moving cruisers to allow the corvettes to more effectively swarm their target. In theory (but not always in practice): corvettes > capitals > cruisers > corvettes.



Movement and positioning is extremely important in combat. Using a simplified Newtonian physics model, ships are capable of moving in one direction while facing another and all ships are vulnerable from specific attack angles.



Although Remnant is a real-time game, time controls allow you to pause, slow down or speed up the game so you will never feel overwhelmed. Superior tactics and strategy will always triumph superior reflexes.

Like what you see? Back us on Kickstarter.

Thanks for your support.
Popular Discussions View All (2)
26
Nov 30 @ 5:46pm
Need to know anything about the project? Ask away.
GroZZleR
3
May 22, 2015 @ 3:17am
Greenlight It!
Jacket
< >
117 Comments
sxvage_mane May 4, 2016 @ 1:51pm 
This game looks awesome!!! LETS GET IT IN THE MARKET SO WE CAN PLAY IT AS SOON AS POSSIBLE! !!
aevansjr35 Oct 29, 2015 @ 3:24pm 
What about ground combat?
DEFCON Jun 15, 2015 @ 1:24am 
How about gravity??? Pulls u into orbit might have to enter land run around escape...!!!
Lima Jun 10, 2015 @ 1:36pm 
good job sir o>
vladgta1705(2) Jun 4, 2015 @ 1:29pm 
Скажу одно: Жду игру в стим!!
☭§קÕỌN∑Ř ☭ Jun 4, 2015 @ 11:13am 
nice game
richquavo Jun 1, 2015 @ 12:43am 
hi
XD May 31, 2015 @ 2:12am 
sadasd
GroZZleR  [author] May 29, 2015 @ 8:40pm 
Thanks everyone! We have a long road ahead of us but this is a huge milestone.