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A special RPG in which you assemble your team, build and manage your base, collect resources, and survive in a post-apocalyptic world
A special RPG in which you assemble your team, build and manage your base, collect resources, and survive in a post-apocalyptic world
3,535 backers pledged $121,096 to help bring this project to life.

Updated gameplay


Hey folks,

Here is a brief instruction of base management. We will record a combat instruction video for the next update.

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A chaotic fire fight

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1. You can build wooden and stone houses

2. AI can find cover in a fire fight. It was difficult to achieve for an open-world game because it needs a locators placed in the map for the AI to recognize. 

3. You companion may flee from battle if morale is too low.

4. All locations are finished and tested.

5. Most bugs from the last build are fixed.

What's next?

We will keep doing the debugging and optimization. At this point, we are not adding any more features. We are polishing what we have right now.

Technical Difficulty

Pathfinding: It is hard for an open world game to incorporate fantastic pathfinding. Because of the massive scale of the map and the large amount of objects in the scene, it is impossible for a traditional A* pathfinding method to run effectively, and it takes forever for navigation mesh to bake. Other than these two approches, we also tried some other methods but none of them really worked. So right now the only place where you can get true pathfinding is your base. As soon as AI left the base, they could get stuck easily. We know there must be a way around but we haven't found it yet. So if you had any insight on this, please don't hesitate to share it.


Jehren, sqrbox, and 13 more people like this update.


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    1. Missing avatar

      Teemu Hirvonen on

      Oh man, I love when developers get how guns should sound like. It's so much more enjoyable when they make proper noise instead of that generic sound in some titles. :)

    2. Missing avatar

      Ben on

      it's definitely shaping up! When will the beta get updated on the site - it looks like it might still be the Feb 3rd release. : -)

    3. Soulwynd on

      Not a problem. What is nice about it you can use your hitscan/hitdetection code for the weapons to do the pathing, so the computing cost is the same as firing a few bullets in the game. I don't know if your characters use 2d or 3d space coordinates, but in 3d you might want to add some extra checks for slopes they cannot climb and keep the pathing points offset above the nearest surface (possibly to the character's origin point assuming it's not at their feet) so you don't end up having micro pathing on irregular slopes.

    4. Photon Productions Creator on

      Thanks for all the advises!

      Soulwynd: The article was helpful! We actually had thought about this approach before but didn't manage to programe it.

    5. Nat Tuck on

      The thing I'd try for speeding up open-world pathfinding would be separating large scale pathfinding from local pathfinding. Do A* on an approximation graph to find long distance paths, and then do A* locally to avoid immediate obstacles.

      The long distance graph can be based on a Voronoi diagram of open space after filtering out small, approximately convex obstacles.

    6. Hulker69 on

      Hi, maybe HQ videos next time, at least 720p, very difficult to see the text. Thnx.

    7. Missing avatar

      Adamantium on

      Great job, I was worried about having more project but when you see the difference between time, we see that you not be idle! can not wait to try it :D

    8. Missing avatar

      Daniel Smith on

      its good to see that player combat has been ungimped in this build, might actually be playable this time around :P also i hope we wont see base attacks 5 min into a game, that tends to kill off everyone quickly

    9. Thomas R. Moen on

      Nice, this is starting to look like a game. :)

    10. Soulwynd on

      I've ran into that pathfinding issue before, so I came to a simple solution at the time that you guys might find to be of use. It uses boundary boxes or collusion meshes. Can be done with your physics engine or with an intersection algorithm.

      So I made this quick example on how to program it:

      Hope it helps.

    11. Jeffrey Williams

      I remember watching this video by Uber Entertainment talking about how their pathing works in Planetary Annihilation. I don't know if this is compatible with FF, but I hope it helps.…

    12. Stavros Tsiakalos on

      Thanks for the instruction video!
      I'll have to watch that when I find some time and pay close attention :)