How are spells created? Where do artifacts come from? What is the origin of magic? If you always wanted a game that tackles these question - here it is.
Artificer is a survival RPG focused on researching and crafting magic spells, devices and potions.
You are a science officer posted on colony ship "Hawking". While in transit the ship suffers a critical malfunction and the fusion core overloads. After a heroic attempt to evacuate the crew you jump into the shuttle and launch yourself towards the nearest planet capable of sustaining life - Alcor 3B.
You crash on a world where fears and hopes influence reality directly. A world where magic is real.
Dazzled by the phenomenon you gather your wits and embark on a quest to master the magical arts, save yourself and your fellow crewmates in the process.
The planet Alcor 3B, known as Temsir is the stage for Artificer. Once a seat of power of an incredibly advanced civilization. One of their most ingenious invention was a nanorobot swarm, able to manipulate matter on the atomic level. The technology, called the Mist, survived its creators mysterious demise and continues to function.
Superstitions and beliefs, hopes and dreams - even the simplest thoughts of plants and animals are interpreted as commands by the nanorobots. As a result Temsir evolved unique lifeforms - attuned to magic.
Millenia of evolution driven by living matter's interaction with the Mist created an astounding ecosystem. From Tesla Trees that harvest storm electricity to small Piq mammals that can effectively become invisible - it's all magical and out there to be studied and discovered. Or to kill you.
Our aim in Artificer is to create a truly alien world, with genuine ecosystem connections between the species - that will be reflected in the game.
Artificer is a survival RPG centered on creating magic. You'll spend your time on Temsir crafting artifacts, researching arcane arts, exploring and fighting monsters.
You'll have to study the magical domains in order to unlock new crafting blueprints. Exploring the world by examining creatures, plants and anomalies will yield research points.
These points will be used in research minigames ultimately leading to magical discoveries!
Experimentation will be crucial. New research opportunities will present themselves while you test your magical arsenal.
We want the resource harvesting to be an adventure. There will be a challenge on top of every resource - be it poisonous centipede symbionts inhabiting trees or intelligent swarms of insects emerging when you disturb the earth with your pickaxe.
To avoid mindless repetition we are designing the game so every type of resource will be harvested automatically in late stages of the game with animated magical constructs.
Rituals will play a large role in crafting in Artificer. To create certain magical artifacts you'll have to keep track of celestial events, perform an incredible feat or solve riddles!
As your arcane knowledge grows you'll be able to create magical constructs that will craft items and resources for you, essentially creating a mana fueled factory!
We'd like the game to have a 'board game like' combat mechanics. That means your preparedness and knowledge about your enemy will play the most important role.
You'll be able to learn the strengths and weaknesses of your enemies by studying their remains.
Of course you'll also be able to craft and use a variety of weapons and armor - swords, bows, chainmails, spears, hammers and so on. A quality system will be incorporated in the game and there will be various ways to increase item quality. Only the work of a true master will be able to hold enchantments!
As you study the magical anomalies you'll begin to notice that there are patterns that arcane energies follow. Sorcery. Witchcraft. Thaumaturgy. Geomancy. Alchemy. Theurgy. Once these words held no meaning - mere superstitions of barbaric human past. Now studying these domains of magic is your only hope for survival.
We've decided on a very simple difficulty scaling model. The further you go from the initial crash site the more difficult area becomes.
This will encourage two behaviors we love - expeditions and creating outposts. Progress by adventure. To add a feeling of danger we're implementing a module called...
The idea is simple. We take a look at the data - when were you hit last time, how did you fare in last fight, what activities were you performing for the last hour - and we throw events at you. This is designed to push the player towards new things and add some flavor to repeatable tasks.
Expect wild Ossimian tribe attacks, mysterious notes about treasure, violent radioactive storms and much more!
We're using Unity to make the game. That means that multiplatform support is possible. However we want the game to be great and bug-free before we try to port it to another platform as it requires considerable Q/A resources. So the plan is first we make the game for PC, then we port to the other platforms. You will be able to decide the priority on our Discord.
We've funded our previous game - Balthazar's Dream - on Kickstarter and it was an amazing experience. Not only did we get funding, we've met amazing, supportive people that became the part of our community.
What do we need the money for?
Living for a year, accounting and expanding the team. Ideally we'd like to hire a Unity/shader wizard and an experienced animator (since animations are the bottleneck right now).
Risks and challenges
This is a big project. Much bigger then our previous game - Balthazar's Dream - which we have completed in ~6 months. We have a small team and we cannot rule out delays.
However, we've leveled up our skills considerably and we are confident that we've presented a reasonable timeline. We'll focus on gameplay elements first and start the Q/A process with our community with the first build next month.
Additionally we'll be fully transparent about the state of the project and we'll continue our tradition of honest communication.Learn about accountability on Kickstarter
- (30 days)