SpaceWreck - Fallout inspired isometric retro indie RPG

New character art design, now with all isometric angles.

New vs old
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Love the style. Say, I wonder, is there something stopping a indie dev from selling the game outside of a disttributor platform? In case, say GoG isn't convinced easily, which I hope it won't be like that.
 
Love the style.
Thanks! Appreciate!

Say, I wonder, is there something stopping a indie dev from selling the game outside of a disttributor platform? In case, say GoG isn't convinced easily, which I hope it won't be like that.
Nothing realy apart from exposure considerations and ease of use for players. Biggest problem for this game (and many other indies) is thelack of exposure - it does not matter if game's good if nobody knows it exist. There are so many games, it's a fight for your attention. Certain platforms have tools to help with that - e.g. Steam has guaranteed exposures and so on. That's one of the reasons to got with it. GoG would excellent because there' smaller, more focused selection and easier not to get lost

Other things - you gotta go where the players are. And nowdays most of them are on Steam.
 
Of course, as the developper you want your game to have a chance at finding it's gamers. What I meant was, in case you can't have a GoG release in a forseable future, if you could maybe offer a alternative to people allergic to steam via a independant form of distribution, GoG-like offline installer?

That way, people can get it on steam and I don't doubt most will, but you woudn't lose any customers either by offering a other way that would suit those like me.

Anyway, with luck and if there is a bit of justice somewhere, GoG will accept your game and my suggestion will be academic.
Keep the screens coming whenever you feel like it, it's beautiful.
 
Is itch.io OK alternative? Because I released it there the first, web, version and no reason no to publish there as well. The player numbers there are small but it's still something.
 
Is itch.io OK alternative? Because I released it there the first, web, version and no reason no to publish there as well. The player numbers there are small but it's still something.
itch.io's definitely the go to if GOG for some reason rejected your game. They're also DRM-free and provides offline installer iirc.
 
Like Black Angel said, this seem indeed perfectly ok. I didn't know this site. Count my money in on release, on itch.io then if there is difficulty for you to have a GoG release. We steam's allergic will sure appreciate the opportunity to play Space Wreck as well.
 
Playing Fallout, I was blown away first time I realized you can set a timer on a bomb and reverse-pickpocket it on NPC. And blow it up!

So, naturally, I had to have it in my game as well!

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The detail is of secondary importance, but I can't help notice the detonation isn't very strong, visually speaking? Just curious, is the effect we see a placeholder or are we speaking of a futurist bomb with a relatively discreet detonation?

I really must say it again, I love the general graphic design style.
 
There are two parts to this answer:
1) lore wise mining corporation was very careful bringing weapons that can cause structural damage to the space stations/ships and pollute of breathable air. Most of the security weapons are, in fact, tazers of various strength. The detonated bomb is - as you can see in the GIF for a brief moment - called Stealth shock bomb that basically electrocutes target. There is no visible blast.
2) there are actual explosives and bombs in SW universe with proper blast, but they are makeshift devices, created by rebel miners out of mining equipment. Deploying this explosive device would produce a much more noticeable visual effect.
 
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Ah, yes I read the item description now, I try not to spoil myself on the lore since I will prefer to discover it in-game. Which is why I also refrain questions on the story. Then the visual effect is perfectly appropriate.

Without spoilers, can you tell us how long you estimate a playthrough can last, globally? Would you call Space wreck, for lack of better terms coming to me, focus in Fallout 1 style, or 'big' in Fallout 2 style? Maybe the comparison on these isn't appropriate?
 
I think term `one-shot` from table-top RPGs fits the best: you basically have an adventure you can complete in one sitting rather than ongoing multipart epic. So, quite short as computer RPGs go, probably few hours.

But, most likely you can replay the game couple more times. The amount of multiple solutions and branching quests don't help to lengthen the game but, on the other hand, add to the replayability.
 
I like that, a game that is not trying to be huge in lengh and losing itself in the process. It seem to have become too rare nowadays. Thanks for the answer.
 
Various sets of clothing / armour in the Space Wreck. They function same as in Fallout/Fallout 2 - every set is an item you can equip. It has AC (essentially DT) and possibly stat bonuses.

 
I have implemented a simple item condition system.

Some items - mostly weapons, armour and tools - have condition parameter that affects their performance and longevity. The condition wears down with each use of an item - shot for weapons, application for tools and received hit for armour. Item that reaches condition 0, turns into a Junk. Weapons also lose damage proportionally (currently DMG = baseDMG * (0.5 + condition/200)).

You can repair items with lower condition instances but for that you have to have at least average (3/5) tinker skill. If not, you'll most likely throw away deteriorating guns always looking for one in better condition.

Special note is about condition 100, or, as I call them, pristine items. These items are basically new, unused or with minimal wear. They would not deteriorate any further. The idea being that items with condition below hundred are old and used, while new items wouldn't break down in the near future.

I do realize condition is not universally liked in RPGs, plus, original Fallouts did not have it in any form, it was only New Vegas that had in game. But, I have decided I want condition in Space Wreck because of these two reasons:
  1. It fits the crumbling derelict world. It directly demonstrates to the player some of the hurdles survivors in Junkspace have to endure - finding and maintaining equipment usable, looking for scraps to patch it and keep going.
  2. It kind of addresses the problem RPGs have - every enemy you face and inevitably best - will have a weapon. While first pistol can become your weapon, rest of them are much more useless. With condition there's always use for a copy of gun you already have.
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Need to be more perceptive to read this person? Want to ignore some pain? Not enough speed..err..action points? No problem - there are drugs now in the game now!

Just, so you know, there are are drawbacks. Some stats go down but...in expense for others, so better be ready. And be careful - there can be subtle side effects...

 
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Fortunate are those space wreck dweller communities that have old, tiny, banged up and leaking but still running shuttlecrafts. It grants precious freedom to scavenge, trade and migrate in Junkspace.
 
Like in tabletop RPG, skill checks are dice rolls and can go either way, affected by both your character build and luck. To accentuate this important part of the game play, we've added a prominent animation -

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Initially I was shy to give these under-the-hood mechanics in player's face but then I saw how Larian is doing just that in their Baldurs Gate 3 and decided to not hold back myself. I like dice rolling in RPGs, because
  • it demonstrates that there are multiple options available
  • it adds suspense and thrill to the skill checks
  • it helps to understand math behind it and feel the risk and see how better stats help.

One another thing - these skill checks can be fairly important. Like in this example success and fail lead to self-excluding quests and, potentially, diverging plot. Idea being that FAILURE is just as cool RPG experience as SUCCESS and you should accept it as just different, interesting twist to the story.

P.S. I understand that not everyone wants this level of meta gaming in their RPG, so there's a toggle in settings, to switch it off, along with skill tags in dialog choices (`[CHARM] Wanna talk about it?`)
 
minebot.gif

Minebots - actually space mining equipment, are used to work extracted and processed space ore. Even though these machines float in microgravity, they posses surprisingly large mass and are propelled by small rocket engines. That is why ordinarily human personnel is not allowed to work alongside the minebots - it is just too dangerous.
 
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