Embark - 3D Dwarf Fortress meets The Sims
Embark - 3D Dwarf Fortress meets The Sims
A deep colony sim in a huge living world. Inspired by the deep simulation of Dwarf Fortress and the social interaction of The Sims.
A deep colony sim in a huge living world. Inspired by the deep simulation of Dwarf Fortress and the social interaction of The Sims. Read more
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Embark is a deep colony sim in a huge living world. Inspired by the deep simulation of Dwarf Fortress, the open world survival of Minecraft, and the social interactions of The Sims, Embark follows a group of explorers who find themselves on a strange, seemingly uninhabited planet.
Animals or plants don’t just spawn randomly, they have families and life cycles. Embark models time of day, seasons, and precipitation and these conditions can have effects that help or hinder your colony. Crops can fail from lack of water or an early frost. Poorly equipped characters can suffer from frostbite or worse.
Gather a large variety of materials and craft items with an extremely in depth hierarchical crafting item system. With practice comes the ability to build better items, smith more effective weapons and armours, and smelt better ores.
Items can consist of multiple components, with each part affecting the items’ effectiveness in different ways. A spear could be made with an iron head and wooden shaft, or it could have a steel head and bronze shaft. Each material has its own in-depth stats. For example; lead makes a poor blade for an axe but makes an excellent mace.
Embark’s fully destructible world allows you to build anything from small trading outposts to huge fortresses. An intuitive interface makes managing your colony easy. Order your people to build complex structures and sit back and watch as they complete them.
A source of fresh water is critical to your colony’s survival. Water volume is simulated (and limited!). It flows like you would expect it to. Build pumps and aqueducts to move water.
Give them some free time and characters will write books and potentially teach others their skills. Design luxurious rooms to keep them happy Characters in Embark are simulated in detail: They get hungry, thirsty, lonely, or tired. They each have their own interpersonal relationships, social status, and personalities. With the game’s focus on smaller groups each member of your colony is unique and important, and you can really get to know your people.
Reinforcements aren’t coming, the main way to grow your population is through raising children. Your colony depends on you. Your management style may result in a cohesive well oiled military machine or a dysfunctional band on the brink of murdering each other. Reward a skilled craftsman with a larger room to make her more productive but be careful, as her friends may get jealous at the “unfair” treatment.
Explore a huge procedurally generated 3D world and meet its inhabitants. The map is over 2km by 2km, over it are scattered flora, fauna, and various factions and encounters. Juggle between building your base and exploring the map for more resources. You will never feel cramped by the looming edge of the map.
Defend yourself from multiple threats using a deep combat system which models individual body parts, weapon sizes, character skills, and more. Build the ultimate fort to keep intruders out, but beware! Some enemies can dig, climb, or fly to reach you.
Modding will be fully supported by Embark. Embark is built with the Unity engine. This makes it easy for modders who have worked with other Unity games to easily make comprehensive mods for Embark. Before developing Embark I did some modding for Cities Skylines; another Unity engine game which allows for extensive modding. Expect mods which totally change the way the game plays.
Development has been steadily progressing for 2 years. I feel that the game already has most of its core features completed. The game is very much playable! Most of the work which remains before an initial release is polishing and gameplay work. And of course the countless future plans we have for Embark after release.
Kickstarter has the double purpose of both ensuring that development remains well funded and forming a community to play the game and provide feedback.
I have been self funding Embark over the last two years, this will continue until release regardless of the Kickstarter result. However, a successful Kickstarter will ensure that Embark gets the quality audio and visual assets that it deserves.
I feel that development has been slowing down due to a lack of actionable feedback. I'm hoping that Kickstarter will help to build a community to provide feedback.
View the development roadmap here.
Risks and challenges
We've noticed that many Kickstarter backers have been burnt out by projects which do not deliver because they're unaware of the amount of work which remains. Embark, with its current relatively advanced state of development does not have this problem.
At this point I think the main risks which remain are mostly "hit by a bus" style circumstances.Learn about accountability on Kickstarter
- (30 days)