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Dwarf Fortress Inspired Space Station Sim
Dwarf Fortress Inspired Space Station Sim
Dwarf Fortress Inspired Space Station Sim
4,650 backers pledged $139,685 to help bring this project to life.

Creative Mode Reached and Doomsday!

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We've hit $100k which mean we now have enough funding to guarantee development will continue after initial release!

Thank you so much everyone!

 

Robots

Our next stretch goal (not the new one) is all about Robots.

We want to play around with the interplay of human with technology. 

We're planning a faction composed of all robots. This faction doesn't inherently hate humans, but it prefers more "robotic" stations. As such, we'll be adding mechanical bodies that you create and transfer colonist consciousness into. 

These will be entirely new colonist bodies. 

They won't require normal food (so maybe they eat fuel) and they'll be able to survive in rooms without an atmosphere. We're actually planning on making special "robot" food recipes. Like a salad with fresh metal shavings.

The drawback is that normal colonists do not like seeing robots (especially if they were friends with the former colonist) and "human" factions don't like it when you upload a human consciousness into a machine. 

Internally, we're planning on adding a random value between 0 and 100 for how much a faction likes robots vs humans. A value of 0 means that they hate humans. A value of 100 means they hate robots. A value of 50 means that they're neutral and will accept either humans or robots. So some factions will be fine with converting your colonists into robots.

We're also adding "brain implants" for controlling your colonists more directly. Combine this with robotic bodies and you'll essentially have some sort of "Cyberman" (from Doctor Who).

We're also adding cyborg limbs that you can use when a colonist loses their human limbs (you could also forcibly augment your colonists with robotic parts).

You'll research and build all of these things in your robotic lab.

 

Doomsday

Our new stretchgoal is focused on adding different ways for your colony to be destroyed.

Rogue colonists will secretly enter your colony and attempt to destroy it from within. Enemy factions can hack your colonist databanks, so a newly grown colonist could be an infiltrator in disguise. You'll get clues about who the rogue colonist is, so you can try to selectively "remove" the enemy colonist. Or you could just purge the entire colony. It's your choice.

We're also adding a new Xeno research lab that can get your colony into all sorts of trouble. 

Dimensional rifts can appear. These can destroy entire sections of your station and cause...strange entities to appear (we're both huge fans of Lovecraft, so expect things to get weird). Occasionally normal colonists will spawn from dimensional rifts. Who knows where they came from or what they might be carrying.

Space plague is a deadly disease with no known cure. It slowly mutates your colonists and turns them into zombie-like creatures. Your mining ships will occasionally come back with an infected colonist or an entire horde of these monsters. You can build quarantine zones to keep your healthy colonists away from the sick ones.

Alien growth infestations can consume your entire station. This will be some sort of "mold" looking growth that slowly covers your floors and walls. Colonists will become trapped by this mold and slowly consumed. Think of the Zerg creep from Starcraft.

 

 

Thanks everyone!

chrisweb, Chris, and 20 more people like this update.

Comments

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    1. Ominux Games Creator on

      @Maksim: Those are good ideas. We want some sort of unlock that allows you to "backup" your colonists in the event that they die. This would be researched and somewhat costly to do, so you couldn't backup all of your colonists.

      We also want a "genetic lab" where you can develop entirely new organic bodies for your colonists. These higher tier bodies would be much more durable (the drawback is that these colonists would be much harder to stop when they mutiny).

    2. Jonathan Bereza on

      I like the sound of both expansions, especially the infiltrators.

    3. Maksim Malygin on

      Speaking of cyborg limbs, while we grow people from biomass, we should be able to regrow people's limb in some medical lab. I see a nice idea, that can be made here: cyborg limb are fast and easy replasements, and bio limb is slow in implement, but it makes colonist look like they never lost a leg. So you can heal hight-class people with bio-limbs, and heal low-class colonists with fast and simple cyber-limbs.

      Also, Speaking of implants, how about memory-storage-implant? So i can rebuild body for really good colonist, and re-upload his into new body.
      You can make implants for very important people, and for others use periodic scanning to save backups.

      The idea of the difference between implants is taken from a series of books about Honor Harrington, the idea of a memory implant is taken from the book The Pandora's Star

    4. Ominux Games Creator on

      We're going to be sending out Discord invites once the campaign is over.

      Backers will have unique roles and channels.

    5. Missing avatar

      Cutter Hume on

      I am overly excited about robots (really anything robotic), I really want to see this happen! Also tiny question, when will backers be invited into the discord?