nSomnia - a tactical Online RPG with unique game mechanics in a dark retro-futuristic disielpunk setting
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InSomnia Online is a co-operative online role-playing game with tactical elements and unique game mechanics in a sophisticated universe designed with a dark retro-futuristic dieselpunk style, developed by indie Studio MONO.
Seems like they plan to relauch the KS and better communicate it
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Part of that, developer MONO contends, is due to miscommunications on what exactly the game entails. It’s about to launch another Kickstarter, but before it does that, it wants to clear a few things up. New trailer and details below.
Due to a lack of clarity in the game’s original Kickstarter, many believe InSomnia to be some sort of MMO, which is apparently not the case. MONO explained:
“InSomnia is an atmospheric single-player\co-op RPG, set in the dieselpunk, apocalyptic universe, “living” open world sandbox & realtime, tactical gameplay. InSomnia will send you into murky retro-futuristic universe of metal jungles permeated by Noir and Dieselpunk. Young Noman awakes from the cryogenic sleep on a colossal space station travelling through space for about 400 years to an elusive Point of evacuation, a distant planet, where the residents of the station will be able to revive mankind. Either way, you will have to survive this tough world to learn the real reason for the mankind to embark on such a risky journey, and how mistakes of the past have influenced the present.”
Most of the game will function as you’d expect from this sort of thing, so there will be branching choices, dialogue options, a non-linear story, character progression, crafting, and other such RPG staples. At this stage, however, combat looks pretty barebones (though there is plenty of time for that to change), and I’m not entirely sure how co-op decision-making will work. MONO touts it as a feature, but they don’t elaborate beyond saying, “each player will need to make his own decisions and influence the storyline.”
Hello everyone! We've got a few important news regarding InSomnia release for you today.
Currently we are working on finalizing the vital parts of game's content, especially the main story line. As developers we truly believe that intriguing and well-thought story is one of the most important elements of any great RPG, making which is our goal #1.
This process is very complicated one and requires tons of our attention and time.However we are planning to end this development stage by January, making the general plot of the game fully complete, so it can be played from the beginning till the end (even with any possible changes we might introduce in the future).
In other words by the end of this year we will have all main content for InSomnia ready, though the release date itself is going to be postponed, unfortunately.
We will be able to determine the new time frame for release throughout January 2016 after considering the schedule of finalizing the development and tuning all planed mechanics, balancing gameplay, proofreading, translating and voicing of all necessary texts, finding and fixing all possible technical issues and problems etc.
For better visualization of everything we achieved so far we will provide you with the detailed report on our progress by the end of December. One of the goals of this special update will be showing you how big the scope of the game became comparing to what we initially offered.
As you might remember originally we promised to deliver 15-20 hours of gameplay, however we felt that this amount is just not enough, so we expanded that up to 40-50 hours instead. Other than that we continue exploring the cross-platform features of Unreal Engine 4 and currently it looks like we'll be able to release the final version of InSomnia for Windows, Mac and Linux simultaneously, without any gaps and not one by one as we considered in the beginning.
We can't stop thanking you all for the support you show us. We wouldn't make it so far without you. Out team is thrilled to demonstrate all those things we achieved during this development year, so expect news!
Always enjoy some dieselpunk-y setting, I'll keep an eye on this one. Not sure they can deliver all those promises (a KS trademark after all ), but I'm quite curious^^
They should have picked fights against non-boss monsters instead to showcase the combat.
Because the video game me the impression the world is very empty, a fight barely has any variety and might take like 20min without video cuts.
ttle over a year ago, we received an incredibly amount of support from the Kickstarter community, collecting a total of $92,000. We are endlessly grateful to everyone who helped us get off the ground, as it reinforced out confidence knowing that we’re moving in the right direction, and the funds we collected allowed us to give our work our undivided attention.
At this point, all the parts of the game have been completed, and all we’ve got left to do is put them together, polish it up and debug. Over the last year, we’ve invested more than £100,000 from our own pockets so that we could take InSomina to this point. We are currently spending around £12,500 a month in the development process for InSomnia, and the current schedule calls for another four months of development and work on the game post this Kickstarter campaign - (putting the final pieces of the game together, final review of text, recording voice overs, localization work, etc.).
In order to get all of this done, we need £50,000 (plus the fees [£5,000] that Kickstarter will charge for its services). Now that we’re fully staffed and efficiently working towards an end goal, we’ve decided to ask the gaming community for one more and final bout of support.
Where your money is going
The funds collected will go towards the final months of work necessary to complete InSomnia for final release. As transparency is important to us, we’ll make it possible to track our progress towards the finish line right here on this Kickstarter campaign, by way of project updates. Once the campaign is over, we’ll do an update every two weeks that will chart the various milestones we’re meeting.
I've tried the prologue beta out of curiosity, it's rough but there is some potential in the game. The current combat system though (as expected) comes off as 'floaty' and quite unsatisfying. It involves the usual mb1=strike/mb2=parry/space=rolling scheme, plus additional guns/hacking tools, but it doesn't feel physical at all, making fights look extremely awkward
A shame, because both the atmosphere and formula itself are good in my opinion (reminiscent of Mars War Logs). The visuals are decent as well (even though the UE4's implementation is a taxing one here, especially inside the mini-hub where the framerate suffers), and the writing/dialogues are serviceable as far as I can tell. We'll see how this will fare, even though I'm not hopeful at all with all these dodgy 'gief more monies pl0x' procedures xD
I thought I replied here, oops, but yeah.. my opinion matches yours pretty much perfectly. I like how it looks and I think there's a ton of potential, if they can add some weight to the combat and fix the typical UE4 ultra-terrible performance (even the inventory screen tanked to 30s from 60 with some settings cranked up) -- I'm definitely looking forward to it but, like you, I'm not all that hopeful about it even being finished properly.
It lives \o/
(I've updated the thread with the new name and info)
I'm not sure about the publisher HeroCraft, but if that means that the game will be actually finished and released in an acceptable state, then it's definitely happy panda-worthy news. A giant "if" though, let's hope for the best.
Thank god. I was afraid no one will post here no more haha. We are looking towards the end of the Summer right now. Thanks for adding us to wishlist! You've just made a dev happy
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