After Reset - classic post-apocalyptic role-playing game

Hey, friends!

We’ve had some tough weeks since our graphic novel campaign, but as we promised all $40+ backers have received Co-Founder status on After Reset official forum, and you should have access to all the VIP sections with the extra content. If you forgot to claim you Co-Founder status, just contact us via Kickstarter and we’ll get you setup. Once again, thank you for your support.

MONEY: DIRECT PLEDGES AND KICKSTARTERS

By tradition, I want to keep you all updated about our direct pledges that we’ve received through our Store page. As you can see by the end of March we have 338 backers with $14,071 pledged. That means that we got $4,026 from 91 new backers in March.

Unfortunately, we're still waiting for the money from the Kickstarter to arrive through Amazon Payments, but it looks like we’ll get $11,557 from the $14,299 originally pledged on Kickstarter. You might be surprised that they take such a big chunk, but that’s how it works. Everyone gets their 5% (Kickstarter fees, Amazon fees, Bank fees), and it adds up fast.

GAME STORY: FACTIONS AND TECHNOLOGIES

There are many different factions that emerged from the ruins of the former United States, and most of them have forgotten what it was like before the Reset (the “Past Age”). Only second-hand stories and verbal accounts of the apocalypse remain for most of the world, with the UG being one of the few exceptions. During your adventures (taking place after 132AR) through the Great Desert and State of Eagle, you will be able to meet five global factions.

These factions have spread among many other territories of the former US and represent enough power and/or influence to be regarded as global factions, including the following:

1. The Indian Alliance (one of the largest and first formed union within the former US, formed by tribes of people with native Indian blood);

2. The New Confederacy (a very young union comprised of individual cities or settlements of survivors);

3. Black Sand (a small but wide-spread mercenary faction, founded by the principles of PMC and/or the Pinkertons);

4. The United Governments (peoples of the Past Age, digging out on the surface from their underground cities);

5. Stalkers (very small groups of people somehow connected to the Artifacts left by aliens during the Reset).

These global factions represent different societies, different views, morals and beliefs:

1. The Indian Alliance has been naturally formed by many tribes of descendants of the Indians which were almost completely vanished or assimilated during the Past Age. They believe that the Gods destroyed the invasive civilization of the Past Age to save their ancestors and bring them to the celestial world, that those of their ancestors who deserved it were taken to that world, and those who remained on Earth should live decently and with respect to the traditions of the tribes, and earn the right to be invited to the land of Gods. The Indian Alliance is based on the Toltecs’ traditions, and they’re generally very racist towards non-Indians. They allow slavery (in Toltec’s or Aztec’s style), but mostly don’t need it. They are relatively prosperous in the apocalypse, with a strong sense of cultural identity.

2. The New Confederacy is based on hate and fear of the UG, and they approve of slavery in the same style as the Roman Empire, which drives their ideology and symbolism from the history of American Revolutionary and Civil Wars, as well as their economy. It is still in its infancy, and thus overcoming growing pains, but is quickly rising and aiming to become the dominant faction of the region, and adopts the pre-industrial US traditions, as well as Machiavellianism.

3. The Black Sand’s mercenaries, founded by descendants of the PMC personal, are a very small and closed-off militarized society that brings up its members mostly within itself like it was in ancient Sparta, and following some kind of impartial Mercenary Codex. Though technically neutral, their members are known and feared in most regions of Eastern America by 132AR.

4. The United Governments must be the most understandable for readers and players. Once they were a united human civilization of roughly 2100+ years (on the Gregorian calendar). During the Reset, this globalized human society converted into a canned version of a sci-fi future society, with a similar backstory to the Japanese after the nuclear bombing of Hiroshima and Nagasaki.

5. Stalkers. Before the Dallas Incident, there hadn’t been much evidence regarding their existence, only rumors and stories among survivors who caught brief glimpses of them, or the strange Artifacts they seemed to revere and protect. Rumors suggested that the Artifacts are actually alive, that they could ‘talk’ with certain special people, even ‘change’ them in strange and often unpredictable ways. Others simply disappeared, though there are few who claim to have witnessed it. There’s simply more questions than answers when it comes to the Stalkers.

Each of these global factions has a unique style of life and relevant technology level:

- LOW: The Indian Alliance has the lowest Tech Stage due to their conservative traditions. Mostly technologies up to the 19th century can be found among their tribes.

- FAIR: The New Confederacy’s Tech Stage features mostly 20th century equipment.

- NEXT-GEN: The Black Sand’s mercenaries use tech from beyond 21th century, but those are still regarded as out-of-date to the United Governments.

- CUTTING-EDGE: The United Governments has all the tech from the 22nd century and beyond, since they have still been researching and developing new methods during their underground live confinement.

- UNKNOWN: Stalkers are as mysterious as the Artifacts themselves.

GAME DESIGN: CONCEPT ARTS

Following the technology reveals, I need to say that within wide territories of the game, you’ll mostly find only tech in the LOW-FAIR range. There are only a few Black Sand outposts, and UG forces are very rare (frankly the Gyes bunker could be the only one revealed outpost of the UG in the Great Desert), and this is where you’ll begin your journey. You’ll initially be surrounded by technology that you’ll probably take for granted, but as soon as you begin your exploration in the world of After Reset, this will change drastically and you’ll have to adapt to survive.

We’d also like to show you several concepts of the weapons that you’ll be able to use in the Steam EA prologue, available this summer. I always tend to make After Reset setting the most realistic it can be, while still honoring the best traditions of Hardcore Science Fiction.

When we’re working on concepts, it means that we consult and discuss them with scientists, engineers, sociologists, physicists, futurologists etc. When we work on weapons concepts we begin from the real technologies, and extrapolate them into possible futuristic alternatives. Than we do the same for design and other relevant links. Our final concepts will always reflect that research, and as you can see there are no any extraneous or unreasonable details on them. These weapons really can (and probably will) be made in the future. Enjoy!

PHELAR-17:

PHELAR-17.png


The PHELAR-17 (Personal High Energy Laser Assault Rifle) is a high-tech weapon that emits a concentrated photon impulse of coherent light, with a sufficient wattage to do considerable damage. PHELAR effectiveness is proven at mid-range distances, and served the Police and Security departments of the United Governments well. Mass production began in 53AR.

With the compact high-energy sources availability and scattering issues solved laser weapons became very popular during the underground expansion of the UG. Having no recoil or ejected shells, and no gravitational effect on beam trajectory, laser weapons have almost completely displaced firearms on the arms market and on the streets of underground cities by the 67AR.

These energy weapons can be powered by Fusion Cells or by the more advanced modifications like Fusion Cells GO (Ground Operations).


And our first sketches of it:

PHELAR-17_sketches.png


PHELAR-17Mk2:

PHELAR-17Mk2.png


The PHELAR-17Mk2 (Personal High Energy Laser Assault Rifle, Mark II) is a high-tech weapon that emits a concentrated photon impulse of coherent light, with a sufficient wattage to do considerable damage. Compared to its predecessor, it is has enhanced durability, radius and damage, and was redesigned by its manufacturer, MARPCO, for military ground operations.

With the compact high-energy sources availability and scattering issues solved laser weapons became very popular during the underground expansion of the UG. Having no recoil or ejected shells, and no gravitational effect on beam trajectory, laser weapons have almost completely displaced firearms on the arms market and on the streets of underground cities by the 67AR.

By the 109AR, when returning to the surface became possible, military contractors launched new programs on assault and defense weapons modifications on common armament and equipment. The Mark II modification was originally developed by the small family company, Jeremy Glover & Sons, but they were acquired by MARPRO right before it won the government contract for the PHELAR-17Mk2 development and manufacturing.

These energy weapons can be powered by Fusion Cells GO (Ground Operations) or any other modifications of Fusion Cells.

And our first sketches of it:

PHELAR-17Mk2_sketches.png


PHELP-14:

PHELP-14.png


The PHELP-14 (Personal High Energy Laser Assault Rifle) is a high-tech weapon that emits a concentrated photon impulse of coherent light, with a sufficient wattage to do considerable damage. Being a compact sidearm variant of the previous rifles, PHELP was used for close range encounters by the Police Departments and corporations’ security units within underground megapolises of the United Governments since 53AR, right before the beginning of the period of Underearth Colonization of UG history.

With the compact high-energy sources availability and scattering issues solved laser weapons became very popular during the underground expansion of the UG. Having no recoil or ejected shells, and no gravitational effect on beam trajectory, laser weapons have almost completely displaced firearms on the arms market and on the streets of underground cities by the 67AR.

That kind of energy weapons can be powered by Microfusion Cells or by its advances modifications like Microfusion Cells GO (Ground Operations).

And our first sketches of it:

PHELP-14_sketches.png


PHELP-14Mk2:

PHELP-14Mk2.png


The PHELP-14Mk2 (Personal High Energy Laser Pistol, Mark II) is a high-tech weapon that emits a concentrated photon impulse of coherent light, with a sufficient wattage to do considerable damage. Compared to its predecessor, it is has enhanced durability, radius and damage, and was redesigned by its manufacturer, MARPCO, for military ground operations.

With the compact high-energy sources availability and scattering issues solved laser weapons became very popular during the underground expansion of the UG. Having no recoil or ejected shells, and no gravitational effect on beam trajectory, laser weapons have almost completely displaced firearms on the arms market and on the streets of underground cities by the 67AR.

By the 109AR, when returning to the surface became possible, military contractors launched new programs on assault and defense weapons modifications on common armament and equipment. The Mark II modification was originally developed by the small family company, Jeremy Glover & Sons, but they were acquired by MARPRO right before it won the government contract for the PHELP-14Mk2 development and manufacturing.

These energy weapons can be powered by Microfusion Cells GO (Ground Operations) or any other modifications of Microfusion Cells.

And our first sketches of it:

PHELP-14Mk2_sketches.png


MA7 OFFENSIVE CONCUSSION GRENADE and ML1 CQC STUN GRENADE:

MA7andML11grenades.png


The MA7 Offensive Concussion Grenade is designed to produce casualties during close combat with explosive wave power alone while minimizing danger to friendly forces. The grenade is also used for concussion effects in enclosed areas, and for blasting or demolition tasks. The shock waves (overpressure) produced by this grenade when used in enclosed areas are greater than those produced by its earlier counterparts. It’s very effective against enemies located in bunkers, buildings, and fortified areas.

Advances in explosive potency and reliability for this type of grenade are based on cocrystallization technology, was already thoroughly studied by Weisskopf Dynamics and many other small corporations before the Reset, and there hasn’t been any major improvements on it since.

The principle of explosive fillers of the grenades lays in science that most solid materials consist of crystals - with atoms and molecules arranged in a specific pattern that repeats itself time and again. Cocrystallization involves combining two materials into a new crystal architecture with the goal of producing an improved material.

***

The ML1 Close Quarters Combat Stun Grenade, also known as a flash grenade or a flashbang, is a non-lethal offensive weapon. The first stunning devices were created long before the Past Age but lost popularity among civil and military structures by the end of it in favor of other more radical solutions.

The first and only civil mass unrest within underground cities of the United Governments happened in 87AR revived the demand for suck kind of cheap non-lethal incapacitants. The SW55 Flash Grenades that were in service at the time of that civil unrest (nick-named ‘Riot of Cans’ by mass media) revealed a range of constructive impairments. Based on that experience the Weisskopf Dynamics with the support from other minor corporations managed to get a long-term contract from the UG Social Corps to produce a new type of of non-lethal stun grenade, one that was safer and more effective. Like many other explosives, this grenade is based on the same cocrystallization technology, actively lobbied by Weisskopf Dynamics.

The principle of flashing and stunning fillers of the grenades lays in science that most solid materials consist of crystals - with atoms and molecules arranged in a specific pattern that repeats itself time and again. Cocrystallization involves combining two materials into a new crystal architecture with the goal of producing an improved material.

And our first sketches of them:

MA7andML11grenades_sketches.png


NAIL GUN M-88:

NailGunM-88.png


This Nail Gun, initially produced by Ishima Engineering, is commonly used by engineers and builders of the United Governments since 50AR, beginning with the period of Underearth Colonization. Though there have been a few modifications to the design since then, it has stood the test of time and hasn’t had any major design improvements.

Most modifications (made after 74 AR) are driven by compact electromagnetic firing system. Despite that this Nail Gun is just an engineering tool, it can be used as a firearm at close ranges, and is reloaded with Nail Blocks the same relative size of pistol clips.

And our first sketches of it:

NailGunM-88_sketches.png


SEE YOU SOON

Well guys, that is all for today. I hope you like our progress and its quality, and thank you for making it possible through your donations and support!

Stay tuned for more!
 
It's been a few months since I last checked up on this project's progress, but it looks like it's coming along, so while I'm behind on the details, I suppose I'll enjoy the process of catching up! =D

I've got a question about your menu background which you mentioned will change as you progress through the game. Obviously this is not exclusive to KOTOR, as games like Arkham Asylum feature some kind of progressive change to the background as you continue through the game. But why a DNA strand, exactly? What are your thoughts on what the successive changes to the background would become, because if they will reflect something other than DNA, I'd feel like, even if it's for a very brief period, that background would seem out of place. Also when I think of genetic strands and video games, I instantly think Resident Evil, so I even though genetic mutation is a staple of many post-apocalyptic sci-fi games, I wouldn't associate strands of DNA with the genre.

I'm not trying to say "TERRIBLE IDEA; REVOKE IT!!!!!" but I'm just curious about some other details and how it fits in with the rest of the game. At the end of the day, just the small touch of having your menu background evolve is delightful, to me. =)
 
NEW ITEMS
Hey, guys!

Today we’ve got a brief item update for the After Reset RPG prologue:
- Repair Kit 'Ishima Engineering' (is used to improve Repair skill);
- Science Tools 'Kitaro Scientific' (is used to improve Science skill);
- First Aid Kit 'Astrolis Pharma' (is used to improve First Aid skill);
- AED Kit 'Astrolis Pharma (is used to revive fallen companions).

REPAIR KIT 'ISHIMA ENGINEERING'

1_repairkit.png


The Repair Kit contains all the essentials an engineer might need to fix pretty much anything constructed by man. It contains a plethora of advanced DIY tools including: General Repair Tools, Computer Repair Tools, Environmental Control and Life Support System Repair Tools, Weapon Repair Tools, FOKRT, HESRT, RRT, MnA EORT etc.

This advanced repair kit is standard issue to all engineering personal working with Ishima Engineering since the beginning of the UG’s Underearth colonization, beginning in 54AR.


Base Item: repair kit.
Special Effect: +10 to Repair skill.

SCIENCE TOOLS 'KITARO SCIENTIFIC'

1_sciencetools.png


The Science Tools, produced by Kitaro Scientific since 101AR, are essentially portable scientific laboratories, programmed with Research Operations Nano-Assistants and the Advanced Hardware Data Analyzer DA-7, complete with a customizable set of Program Cubes, and other small scientific instruments.

These science kits are widely used by the Science Corps' for field research outside of the UG colonies, as well as forensic crime units. The powerful hardware cores are also frequently used by engineers for data analysis, and even the hacking of electronics.
Because of it’s widespread use it became available for civilian purchase in 102AR, but was soon put back on the restricted materials list after black market knock-offs dealt a crippling blow Kitaro Scientific’s cash flow.


Base Item: science tools.
Special Effect: +10 to Science skill.

FIRST AID KIT 'ASTROLIS PHARMA'

1_firstaidkit.png


This First Aid Kit is a portable boxed collection of supplies and equipment for use in giving first aid. Produced by one of the major UG corporations - Astrolis Pharma, these kits are commercially available since 130AR.

The contents can be used to stop bleeding, open restricted airways, thicken/thin the blood, reduce pain and inflammation, and treat first-response trauma. It also has masks, gloves, syringes, Geiger counter, and other basic medical equipment.


Base Item: first aid kit.
Special Effect: +10 to First Aid skill.

AED KIT 'ASTROLIS PHARMA'

1_aedkit.png


The Automated External Defibrillator Kit (or AED) is a portable electronic device that automatically diagnoses life threatening cardiac arrhythmias in a patient, such as ventricular fibrillation and ventricular tachycardia, and is able to treat them in order for the heart to reestablish an effective rhythm, and can sustain a mortally wounded subject for 24 hours (but they will still need medical aid).

Produced by Astrolis Pharma, this portable medical equipment became standard issue for all trauma units, hospitals, and ground outposts for the UG since 130AR.


Base Item: aed kit.
Special Effect: performs d20 roll + Fortitude CoS against DC30 death to revive yourself (passive roll) or your companion (activated roll) if you have a companion in your party and you or he/she has this item in inventory.

SEE YOU IN THE NEXT UPDATE!

Well, guys, that is all for today. Thanks for your support, and stay tuned!

 
Hi guys,

I’m working hard on our SACPIC game mechanics and (as a player) it looks like one of the most sophisticated and interesting game mechanics I’ve ever seen. In this update I’d like to share some info about our weapons system and mechanics. The following assumes that the Initiative roll has been made and it’s your turn to attack. Enjoy!

WEAPON TYPES:

weapontypes.png


*Small sized characters use 1-handed weapons in two hands and cant use 2-handed weapons.

** Any character using a weapon out of its effective range will suffer a -20 penalty to hit.

*** Damage 1d8 if character is Large build, 1d6 if Medium, 1d4 if Small.

**** Any character fighting with a ranged weapon (except for throwing weapons) in melee will suffer a deadly -10 to hit. The enemy attacking him with a melee weapon will get +6 bonus to hit.

TWO-WEAPON FIGHTING:

twowpfightpenalty.png


CRITICAL HIT:

A critical hit is a devastating attack that generates more damage than normal. Non-Player Characters are always subject to critical hits (unless immune), but player characters are only subject to critical hits in the Hardcore game mode.

Every weapon has a critical rating (e.g. "19-20/x2") consisting of a threat range and a critical multiplier. When an attack roll is successful and within the critical hits range, a critical hit confirm roll is made. If the critical hit confirm roll succeeds, then the hit is critical and damage is rolled once for each level of the multiplier. All bonuses to damage not specifically excluded from critical hits are added once per damage roll. Examples of sources of damage excluded from critical hits are on-hit properties.

Some creatures have immunity to critical hits, and against these creatures damage is rolled only once, regardless of the critical hit confirm roll (if the critical hit confirm roll was successful against such a creature, a message indicating the immunity will appear in the attacker's combat log).

Several feats, skills and item properties could modify critical hits.

weaponcriticalhiteffects.png



* A crippled character receives -1 penalty to the relevant primary STAT (that penalties stuck)

** To make weapon critical hit effect applied the creature attacked must fail random CoS roll against it's DC.

*** Prone creatures are those that are lying on the ground. They are incapacitated and considered flat-footed, losing their dexterity bonus to the evasion class. Creatures attacking a prone individual in melee combat get a +4 bonus to their attack roll, while those attacking with a ranged or throwing weapon get a -4 penalty to their attack roll.

If a creature is both stunned and prone, the associated modifiers to an attacker's roll stack, but the prone condition is removed after a single flurry (e.g., if a stunned creature is knocked down to prone, then each blow thereafter during that round will receive both the prone modifier and the stunned bonus, while attacks after that round will receive only the stunned bonus and prone condition will be removed).

**** Slowed creatures will move at 50% of their current speed. They will also suffer a -2 penalty to evasion class, reflex CoS, and attack rolls along with the loss of one attack per round (to a minimum of one attack per round).

***** Disarmed character loose all of their attacks for the rest the round he or she was disarmed and the weapon is dropped on the ground (and can be picked up by anyone).

****** Stunned creatures stand helplessly in a motionless stupor. Stunned creatures are considered flat-footed, and creatures attacking them receive a +2 bonus to their attack rolls. Being stunned interferes with being prone and is overridden by paralysis, sleep, and freezing.

If a creature is both stunned and prone, the associated modifiers to an attacker's roll stack, but the prone condition is removed after a single flurry (e.g., if a stunned creature is knocked down to prone, then each blow in the same round will receive both the prone modifier and the stunned bonus, while attacks after that round will receive only the stunned bonus and prone condition will be removed).

******* Blinded creatures are unable to see. This also gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and receive -90% penalty to their Field of View and Range of View. Additionally, there is a -4 penalty to all Skills.

Inner Vision feat negates most of the effects of being blind, leaving only the 50% miss chance. Similarly, Blind Fight feat negates some of the effects of being blind, leaving only the -4 penalty to attack rolls, the -4 penalty to skills, and -90% penalty to their Field of View.

The -4 penalty to attack rolls is for attacking an unseen character. It is not applied multiple times for other instances of not being able to see the target (e.g. if the target is invisible or hidden).

CRITICAL MISS:

When a creature, an NPC, or a player characters roll within the natural critical miss range (1 is the default but may be changed by some feats or item properties) a critical miss confirm roll is made. If a critical miss confirm roll succeeds, they have rolled a critical miss effect. Critical Miss Effect Roll is a simple d20 roll against DC20.

weaponcriticalmisseffects.png


I really hope many of true fans of Baldur’s Gate, Neverwinter Nights and Fallout 1&2 will be as happy as I a, when imagining all that in action. I think we can expect really severe, quick battles where every bullet counts.

And as a final titbit let me present new firearm...

M57 AAR:

M57AAR_advscope_grip.png


M57AAR_default.png


M57AAR_advscope.png


M57AAR_grip.png


The M57 Advanced Automatic Rifle (AAR) is a lightweight, magazine-fed .22in (5.56mm) weapon used by the United States Marine Corps during the Past Age, decades before the United Government's foundation. It is intended to enhance an automatic rifleman's maneuverability, displacement speed, and providing independent power supply for relevant attachments, which are charged automatically with every shot fired by the Kinetic Energy Absorber, which is built into the rifle's body.

Due to its impressive tactical characteristics the assault rifle became very popular among various Private Military Companies and was only put into service by the Military Corps much later. Miller's Manufacturing Company was the last corporation (before the Reset) to win the government contract for the M57 AAR's production.

By the 132AR energy weapons have completely displaced firearms within the UG's society, thus this weapon, like any other firearms, are quite rare in the Underearth. Meanwhile, above the surface, this is considered a valuable Past Age relic by survivors and is used extensively by Black Sand mercenaries.

That is all for today. Thanks for your support, and stay tuned!

 
Ah, Critical Misses... much as those suck when they happen to you, oh how I miss those!

Now, I'm NOT AT ALL trying to suggest that you cut corners for the sake of rushing the "finished" product out the door sooner, but I have to ask, at the pace you're progressing, is the posted release date of "
End of 2015
" on its Steam page still the expected completion time? I guess I'll just have to bunker down and bide my time till then...
 
Thanks man :)

is the posted release date of "End of 2015
As you can see I'm quite transparent about every stage of developing.

We are not a large company with dozens and hundreds employees - we are just a couple guys who almost don't eat, don't sleep and who's been working hard on this game last year.
We don't have any budget of neither Bioware's Neverwinter Nights (several $mlns) or even InXile's Wasteland2 (several $mlns) - we've got only $14k from our backers through direct pledges.

But yes. I'm still eager to release Steam EA this summer or early fall :)
For the complete game release date - it completely depends on money we collect from SEA.

The plan is to finish alpha build, perform alpha test among the backers, restart KS campaign, fulfill our obligations for the Fall of Gyes graphic novel, launch SEA and continue development using the funds collected.
 
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Well like I said, good things can wait, and I just wanted to know how long of an agonizing wait it would have to be. Whenever it's done, it's done, and I wish your development the best and smoothest ride possible with the least negative impact on your lives while you're dedicated to it. =)
 
KICKSTARTER REBOOT PREPARATIONS
Yesterday 10:02 PM, MrNixon

KSreboot.png


Hi guys,

We've reached 5000+ followers through Steam Early Access (SEA), and the amount of people who are waiting for our game really inspires us. Hurrah!

We made a big step forward toward the SEA release during May, and now we have almost all models for interior of the Gyes bunker for the prologue. We've also completed the character creation interface, we'll publish soon at Co-Founders section on our official forum. The latter of which inspired more lore about other species of the After Reset world that you will meet in the game: About the Species.

Beyond that we're also going to reboot our Kickstarter project for After Reset RPG prologue part on Kickstarter this July. As we sad earlier, we need $50k in total to make SEA release possible for early fall of 2014. Through direct pledges we've raised about $15k and thus we're going to set $35k as our initial goal, but we'll also have a few separate stretch goals.

If everything goes according to plan the SEA release of the After Reset RPG prologue will be available this September (before post-apoc strategy Wasteland 2 and epic RPG Dragon Age 3). For our Kickstarter and Direct backers this date will come earlier, of course.

As a part of our preparation for this reboot, we're going to be holding back on June developer updates so we can ramp things up during the campaign. This time we'll be prepared with updates to be revealed every day or day in a day. And, by tradition, our Co-Founders will still be able to see these updates on the VIP sub forum much earlier: Co-Founders' Lounge.

By the time you read this, I'm glad to report that we finished the script of the Fall of Gyes graphic novel and sent it to our volunteer testers. We're looking forward to hearing their impressions soon.

Another small pleasant news: as requested, at last we've created an off-topic sub-forum on our official forums. That can be found here: The Lobby (Off Topic)

And by the end of current news I must say due to increase of lore data we are desperately need extra editor/proofreader, US native, to help in polishing our texts for: news/updates, KS project rebooted, in-game lore, dialogs and storyline. If you feel fitted, please, write at my e-mail: mrnixon@afterreset.com

Thank for your support, friends, and stay tuned!

 
Wait for real? So the game is going to Real time like Strategy games like Endwar and Command and Conquer? How exactly would combat plan into the individual character in real time?
 
Wait for real? So the game is going to Real time like Strategy games like Endwar and Command and Conquer? How exactly would combat plan into the individual character in real time?
The game's combat mode is neither Real Time, not Turn Bases. It is rule-based real-time (like in Neverwiner Nights 1&2, Baldur's Gate, Planescape: Torment). That means that, de-facto, the rules for the combat is turn based, but they are processed in real time).
 
Wait for real? So the game is going to Real time like Strategy games like Endwar and Command and Conquer? How exactly would combat plan into the individual character in real time?
The game's combat mode is neither Real Time, not Turn Bases. It is rule-based real-time (like in Neverwiner Nights 1&2, Baldur's Gate, Planescape: Torment). That means that, de-facto, the rules for the combat is turn based, but they are processed in real time).
Hmmm. Do you think you can go more into explanation with that for me? I've never played any of those games so this would be a new experience for me. If the rules are turn based-What does it mean for it to be processed in real time? I've played Fallout and Wasteland, but Real time is a foggy topic for me. Oh I hope After Reset goes well in production. I would love to see the spiritual successsor to Fallout and Wasteland.
 
Wait for real? So the game is going to Real time like Strategy games like Endwar and Command and Conquer? How exactly would combat plan into the individual character in real time?
The game's combat mode is neither Real Time, not Turn Bases. It is rule-based real-time (like in Neverwiner Nights 1&2, Baldur's Gate, Planescape: Torment). That means that, de-facto, the rules for the combat is turn based, but they are processed in real time).
Hmmm. Do you think you can go more into explanation with that for me? I've never played any of those games so this would be a new experience for me. If the rules are turn based-What does it mean for it to be processed in real time? I've played Fallout and Wasteland, but Real time is a foggy topic for me. Oh I hope After Reset goes well in production. I would love to see the spiritual successsor to Fallout and Wasteland.

There are no distinct turns in the game. What you have is phases, during which characters carry out their actions (turn) simultaneously, using the ruleset.

In other words, it's similar to turns, except there is no end turn button and characters act simultaneously, rather than in sequence.

Watch a KOTOR2 vid on YouTube to get an idea. I think AR is going to use something similar.
 
Wait for real? So the game is going to Real time like Strategy games like Endwar and Command and Conquer? How exactly would combat plan into the individual character in real time?
The game's combat mode is neither Real Time, not Turn Bases. It is rule-based real-time (like in Neverwiner Nights 1&2, Baldur's Gate, Planescape: Torment). That means that, de-facto, the rules for the combat is turn based, but they are processed in real time).
Hmmm. Do you think you can go more into explanation with that for me? I've never played any of those games so this would be a new experience for me. If the rules are turn based-What does it mean for it to be processed in real time? I've played Fallout and Wasteland, but Real time is a foggy topic for me. Oh I hope After Reset goes well in production. I would love to see the spiritual successsor to Fallout and Wasteland.

There are no distinct turns in the game. What you have is phases, during which characters carry out their actions (turn) simultaneously, using the ruleset.

In other words, it's similar to turns, except there is no end turn button and characters act simultaneously, rather than in sequence.

Watch a KOTOR2 vid on YouTube to get an idea. I think AR is going to use something similar.
Huh. Well then soon AR should release a gameplay vid of combat in game so I can see how cool it is. So kotor with good guns. I can see a system like that working pretty well.
 
But if it's okay I'll use another game for a reference to the combat system. Say games like Syndicate and Satellite Reign (Which is a remake of Syndicate Wars). If anyone's played those games- Do you think I'm on track with comparing the combat system? I checked out Kotor 2. I think it seems pretty accurate, but I wanted to use Syndicate as another example.
 
After Reset RPG: KickStarter campaign reboots today!


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After Reset RPG - a sci-fi post-apocalyptic role-playing game KickStarter campaign reboots today for the ambitious post-apocalyptic open-world RPG!

LOS ANGELES, CALIFORNIA – July 7th 2014 – Black Cloud Studios™, an independent developer headed by Richard Nixon, have today launched a KickStarter campaign to reboot their old-school open-world post-apocalyptic RPG for PC, Mac and Linux: After Reset RPG.

Since the first trial of KickStarter in November of 2013, when they manage to attract about $50,000 of their $900,000 budget, the developer managed to collect more than $15,000 in direct backing to maintain development and ran another successful KickStarter campaign for a graphic novel prequel to the game, The Fall of Gyes. After Reset also has a following of over 15,000 fans on Facebook and was green lit on Steam in less than five days. Coming to decision to split the game into chapters with smaller goals in order to release the Prologue this fall, Black Cloud Studios is going to KickStarter with new content, an upgraded build of the game, daily updates and smaller goal of $35,000.

After Reset RPG is a classic open-world RPG set on a future Earth that was ruined by a devastating nuclear cataclysm and nearly ending all life on the planet. Developed by grown-up fans of classic hardcore RPGs such as Fallout 1 and 2, Baldur’s Gate and Planescape: Torment and born out of the disappointment of the cancellation of Fallout: Van Buren a decade ago, After Reset RPG has been created by Black Cloud Studios to fill the void for a classic old-school RPG that hardcore fans of the genre have been clamoring for.

Developed with scientific realism and hence aiming to be the first hardcore science fiction video game in history, After Reset RPG features include:
A post-apocalyptic atmosphere, with more places to explore than Fallout 1 and 2 together had.
A nonlinear story with the freedom to choose from a ton of branches and endings, which influence the whole setting even beyond the game you play.
Hardcore game mechanics in the best traditions of D&D and SPECIAL, in which even the process of character creation stretches out into prolonged enjoyment.

With this freedom of choice players can explore a huge world at their disposal, including the Great Desert (formerly known as Nevada) and the State of Eagle (California). But wherever they go the ultimate story will follow them like their own shadow!

PLOT:
Planet Earth. 132 years after the 'Reset', the thermonuclear apocalypse that ended human civilization. Around one third of the globe is covered by 'Yellow Zones' where the ruins of cities are covered with radioactive dust. In these areas, anarchist survivor groups have taken control where uncontaminated food and drinking water are valued on a par with human life. Another third of the earth is in the agony of the 'Red Zones', the epicenters of the deadly anomalies that arose as a result of a nuclear chain reaction in the atmosphere and the morphing of the planet. The majority of life is not capable of surviving in the Red Zones that makes them a perfect home for mutants. The planet is unrecognizable.

GENRE: RPG.
TARGET AUDIENCE: 21+, USA, Canada, Europe, Australia, New Zealand.
TARGET PLATFORMS: PC (Windows, Linux), Mac OS X.
COMBAT MODE: rule-based real-time.
GAME MODE: single-player, co-op.

Hotlinks:
Game Website: www.afterreset.com
Kickstarter Page: http://www.kickstarter.com/projects/blackcloudstudios/after-reset-rpg-rebooted
Backstory Trailer: http://www.youtube.com/watch?v=GaVW0rZ8d7I
IndieDB: www.indiedb.com/games/after-reset
Facebook: www.facebook.com/afterreset
Deviant Art: www.blackcloudstudios.deviantart.com
YouTube™ Channel: www.youtube.com/user/MrNixonAFTERRESET
Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=188581648

Journalists interested in further information, additional assets, media builds or developer interviews are welcome to contact Black Cloud Studios™ by sending an email to mrnixon@afterreset.com.
 
Complete Line of UG Corps Uniforms Released




As some of you already knows, during this campaign we are going to reward you with daily news and updates. So let's start our daily update series with this brief one.

Here are some close-up images of in-game renders of the official uniforms of UG's Social Corps (SOC), Scientific Corps (SIC), Economic Corps (ECC) and Military Corps (MIC) for MALE characters:

UG-SOC-Male-Uniform.png


UG-SIC-Male-Uniform.png


UG-ECC-Male-Uniform.png


UG-MIC-Male-Uniform.png


And the same uniforms tailored for FEMALE characters:

UG-SOC-Female-Uniform.png


UG-SIC-Female-Uniform.png


UG-ECC-Female-Uniform.png


UG-MIC-Female-Uniform.png


And here are full HD screenshots of the uniforms worn by these characters: LINK.

As many of our old followers already know, you can find much more information about the United Governments and life in Underearth in this article: Underground Cities of the United Governments.

Hope you like it and value how carefully and particularly we treat the development of our game :)

Much more news coming soon, so stay tuned!

 
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