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Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
3,559 backers pledged $92,268 to help bring this project to life.

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Combat system elements

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Hello everyone! We've already talked about inventory and role playing system details, so today we will take a sneak peek at yet another important aspect of InSomnia - combat system.

Tactical pause

Though combat will run in real time mode you will have an opportunity to use a feature generally known as a "tactical pause". It will give you some time to think, analyze the current situation, make up your mind with commands and use your resources wisely.

However you won't be able to do just everything at once using this little helper - the number of actions you can perform will be directly connected with the amount of action points you have. APs can be spent to immediately heal your character and his team with meds, for energy shields activation, accessing your inventory etc.

It will take some time to restore your action points so you won't be able to use tactical pause non-stop. The maximum amount of APs of your character will depend on his parameters and traits.

Sure, you will be able to switch between your NPCs and give them orders even without ever using the pausing mechanism. This way however you should be ready to feel the consequences of someone firing right in your face while you are trying to heal. Ouch!

Combat statuses

Any conflict can cause all kinds of outcomes that might make your character suffer in different ways:

Exhaustion - this penalty goes active whenever endurance indicator of your character drops to zero. This status has a temporary influence on the following things:

  • the damage you do to others is decreased
  • the accuracy of your long-range weaponry drops
  • you can't sprint

Disorientation - whenever you get hit during the close combat your character might feel some additional negative effects of this damage. While this status is active your fire rate drops, so the best idea is to deal with anyone who is close to you before aiming at distant enemies.

Keeping yourself healthy is always a priority!
Keeping yourself healthy is always a priority!

The other interesting thing that might happen to your character while being hurt is interruption which will interrupt (well wasn't that obvious) your current action like using healing items, taking aimed shots etc. It can be ignored if your durability parameter is developed enough. However chances to do that decrease if the damage is too high.

Critical condition - if your character's health drops too low you will lose ability to perform any actions with his help at all as he will be in coma. To fix that you'll need another NPC with a proper item in his inventory.

Meds will keep you alive... for a while
Meds will keep you alive... for a while

You will be pleased to know that your enemies will also experience critical conditions... and you will be able to "finish" them. The execution animation depends on the weapon you are currently equipped with.

Other combat aspects

There is a list of things that you won't be able to do while fighting, including the following:

  • traveling between locations and visiting global map
  • saving your game progress
  • talking and performing barter
  • building a camp

All these activities will be available for you again after you kill all enemies around. The other alternative is try to hide from your foes and stay out of their sight at least for some time.

There's usually nothing to talk about with a person who tries to shoot you down
There's usually nothing to talk about with a person who tries to shoot you down

Hopefully this was an enjoyable read, as we really enjoyed to prepare this update for you. Until next time!

Demo news & InSomnia role playing system

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Hello everyone! Today we will talk about the current progress with the demo and also shed some light on how you will be able to create your own unique characters using InSomnia role playing system.

Demo news

Although we already have a playable build of the InSomnia demo version we still are not ready to give it you. This tough decision was made after recent internal play test which showed that some core systems of the game didn't reach the certain level of our own quality standards yet.

Currently we work on upgrading the character control and close combat systems, English and Russian localisations, the special InSomnia client that is able to self update which will transform the demo into the full version of the game with time (basically a DRM-free version), and some other tiny things like main menu etc.

Variations of main game menu
Variations of main game menu

We’ve received quite a few messages from our backers telling us not to release the game until it’s ready. However we clearly understand others who are looking forward to get their hands on the demo as soon as possible.

Even though it's demo we are talking about, we feel that first impression matters and the consequences of it are equally important to both sides.

Other variations of main game menu
Other variations of main game menu

So now we are focused on getting it to a state where we can give you a meaningful impression of the game and allow you to give us useful feedback. This will help us improve things faster and not spend our time explaining that something isn't working just because it's demo.

Game loading menu (work in progress)
Game loading menu (work in progress)

Many of us work on InSomnia literally 24/7 as this project became a constant part of our lives for the past few years. This is why we’d rather get it right than rush it to you. In the meantime we will continue to bring you new details about the in-game mechanics and other aspects of InSomnia.

Role playing system

There's no doubt many of you were interested in knowing at least some details about how exactly we will allow you to mold your unique characters to dwell in the world of InSomnia.

A set of icons depicting the attributes etc
A set of icons depicting the attributes etc

The basics for creating your alter-ego are attributes which can be picked at the very beginning of the game. As you would have suspected they have a direct influence on a number of secondary parameters. Although it's always very wise to invest a good amount of time thinking on how exactly you want to spend your precious attribute points, there will be some cases when you'll be able to change a picture a bit in the future.

Attributes window (work in progress)
Attributes window (work in progress)

The most common way to achieve that is to get so called attribute level which is available whenever you get your skills pumped up to a certain degree. You will also be able to improve your attributes with traits which are also a part of InSomnia role playing system. Other than that you should also take in account special meds and equipment that can also alter your attributes as long as you use them.

The next logical step for you to take while shaping your character is to choose your combat and non-combat skills. Each one of them has its own "tree" which will help you make your playthrough even more unique each time.

Skills and skill tree menu (work in progress)
Skills and skill tree menu (work in progress)

Traits that were mentioned above are divided into developed and obtained ones. The first type of traits is more controllable and can be chosen by the player himself; the second type of traits is directly connected with your actions in the game and can do good, bad or both. For example any trauma is an obtained trait and can be removed by using a specific skill or med-kits. Some traits can be removed by performing specific actions only, and others are permanent.

Traits menu (work in progress)
Traits menu (work in progress)

Thank you for your patience and faith in us which is very important for our work. Until next time!

Inventory, items repair and crafting system

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Hello everyone! This update will give you some additional details on inventory, items properties, and all possible interactions with them. So here we go:

Backpacks

Shoulder bags are very important as they are directly connected with capacity and maximum weight your character is able to carry. In other words capacity and weight parameters means how much items you can keep in your inventory.

Different types of backpacks
Different types of backpacks

Your character can carry up to 150% of maximum weight. The same second you'll pass that mark no more items can be placed in your inventory. Starting with 90% your character will start to feel the negative effect of "Overload" which will get him tired much faster.

Durability of items and repair system

All items has their own durability in game. For example each time you attack someone your weapon durability decreases - the same happens with your armor whenever you get damaged. When items durability gets too low the negative effects will follow and it will be much harder to repair them. So basically it's in your best interest to keep your things in good order.

This one will serve you well
This one will serve you well

To fix your stuff you will need special instruments and appropriate skill. You will also need a certain amount of resources (depends on the type of the item and its overall condition) to perform the repairs. If you don't succeed your equipment stays unfixed and you loose all the resources you've used while trying. 

Resources and kits
Resources and kits

Naturally you will be able to repair all kinds of items and not just armor and guns. You will have an opportunity to choose between a number of possible interactions with items (repair, disassemble, modification) depending on their type. For example you could use "Disassemble" on a non-functioning bot, and all three options on any given weapon or armor in your inventory.

There will be other means of getting needed parts other than disassembling things into pieces - just visit the closest junkyard. No additional tools or skills required. You might even be lucky enough to find a bunch of unique items while scavenging!

Crafting system

You will be able to create new items using workbenches of different types: for creating medical supplies; for mechanical objects; for hi-tech objects; for disassembling and assembling all kinds of ammo.

A badass gun
A badass gun

So whenever you'll feel like crafting something, you should send your character to appropriate workbench and use it. This way you'll see your current inventory with all available resources for crafting purposes and a list of items you can build.

The other thing you will need for crafting items are special schematics. Some of them will be available from the very beginning, others will be revealed with your Mechanics skill development. The blueprints for most unique items can be discovered by reading special books or can be taught by NPCs.

PS. as a little bonus we give you a video bit that demonstrates the current look of inventory screen:

Until next time!

The Children of Morach clan story and new screenshots

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Hello everyone! Previously we have told you about The Bea Kera Society, one of the criminal gangs of InSomnia world, and today we would like to tell you the story of yet another faction - The Children of Morach clan.

Clan history

The Children of Morach are one of the oldest clans who began their path in the days of Exodus. The "Morach's Almanac" (a sacred book of clan's legends) says that it all started with the rebels of Taloy city who illegally entered the territory of Object 6. Morach was their leader who united all the desperate people of Taloy into a powerful martial community during the first ellipses after the Exodus. At first they obtained only modest amount of resources with the small territory to claim as their own.

After Morach died his son became the leader of the clan. Borca was as talented as his father but his thirst to rule was even greater. Under his command the former citizens of Taloy were able to withstand the other competing factions and multiply their wealth. It was Borca who built the basis for Morachs Code of Laws and gave the appropriate name to the clan - "The Children of Morach". From now on only the members of Morach family were able to legitimately lead the clan. It is believed that this tradition was never interrupted and the myth lives on mostly due to the efforts of clan's leaders, even though many of them weren't real Morach's descendants.

Keves, the Labyrinth Overseer
Keves, the Labyrinth Overseer

During the times of Borca the clan was able to strengthen ties with Urb by supplying all the necessary resources to local authorities. This even granted them the non-official permission to extend their business in this sector with one condition only: no interference with Urb's interests. The next few dozens of ellipses brought a significant expansion of clan's influence. By 200 ellipse this allowed Dunn, the current leader of the Children of Morach clan, to perform a very audacious stunt of bringing a delta-module from Urb by paying a huge amount of money. Dunn submerged himself into the Great Sleep so he could eventually reach the Evacuation Point, which made him a living symbol of Morach clan immortality.

By the time of Zers Morach reign the clan itself began to stagnate after holding the leadership in sector D for hundred of ellipses. A young criminal gang of religious fanatics called The Bea Kera Society starts to grow its influence and drives clan out of the business step by step. Unfortunately for Zers none of his actions lead to any significant results.

A member of "Nails" gang
A member of "Nails" gang

Being the descendants of rebellious patriots of the Hierarchy,  the Children of Morach clan prefer to show this with specific visual motifs in their outfits. While Zers Morach leads the clan itself, his younger brother Kololey has his own gang called "Nails", generally consisting of all kinds of misfits. "Nails"  prefer to have a radical appearance and make the life of regular Ghetters a really hard experience.

New screenshots

We have already presented you four fresh screenshots of the game previously, and judging from your feedback we took the right path with our stylistic direction. So basically now we are giving you even more screenshots to take a look at:

Introducing the project by our friends

We would also like to drive your attention to yet another Kickstarter project called Umbra. This is a brainchild of SolarFall Games who share our passion to create alternative isometric worlds.

Umbra is an open world, hack'n'slash action-RPG taking place in a corrupted world that's falling apart. You are a former soldier, forced to flee the death penalty because of your newly emerged magical powers. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars, and thus your epic adventure begins.

Check them out and see you next time!

New InSomnia screenshots and demo news

46 likes

Hello everyone! Last time we've already shown you some examples of how renewed user interface might look like. We were delighted to know that most of our backers who left comments prefer the same variations as we do. To keep you updated on our progress we are happy to show you four brand new InSomnia screenshots that shouldn't leave you indifferent:

Demo news

Demo is ready and we are currently working hard to make FPS count high on most of the computer systems out there, so anyone would have a chance to witness InSomnia in all its astonishing beauty. Having this in mind you can expect demo to go live in June.   

Until next time!