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:
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-17Mk2:
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:
PHELP-14:
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-14Mk2:
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:
MA7 OFFENSIVE CONCUSSION GRENADE and ML1 CQC STUN GRENADE:
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:
NAIL GUN M-88:
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:
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!