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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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Philosophy behind the inventory & demo news

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Hello everyone! During our latest activity on Kickstarter we have already showed you screenshots of different variations of InSomnia inventory system and items. This update will give you more details on this matter along with the philosophy that inspired us along the way. And yes you can expect some demo news today as well!

Charm and motivation

Classical isometric RPGs such as Fallout and Arcanum have always attracted us with many things including all those precious items that we could find, craft, loot, receive as a reward, steal (what? you heard something? we said nothing) and barter.

Let's face it - the main reason for this never ending process is our unstoppable desire to have the best weapons, armor, ammo and all sorts of other equipment to suit our role playing needs. However this can become pretty boring with time: checking stats of items over and over again can hardly be defined as "fun". So what exactly makes the whole inventory management so memorable and interesting in the first place?

Stop number one: the look of the items. Juicy, sexy icons (yes we just used that word) subconsciously make players collect things and stock them somewhere no matter how useful, unique or expensive they are. Having something like this displayed in barter window makes people spend all their in-game money, consider stealing or even killing merchant NPCs. Acquiring Items becomes an additional motivation to interact with the game, make decisions and face the consequences.

Stop number two: the textual descriptions which provide us with more information on all the items we have. This is a perfect tool for even deeper immersion of the players into the game's universe. More than that descriptions can be damn handy and witty at times too! 

And lastly - the quantity of items. Modern AAA RPGs are always about tons of everything scattered around, There's nothing wrong with that, however having so many items can spoil the whole thing. In other words quantity doesn't equal quality. Who needs a dozen of variations of the same rifle when it looks exactly the same no matter what you read in the description?

While working on InSomnia we try to keep all those tiny details in mind, and hopefully you will have the same nostalgic feeling while dragging items here and there between the inventory screens just like in good old days.

Demo news

Quick items access bar in UI
Quick items access bar in UI

We've already passed this information to some of the people who've been asking in the comments section before, and now we are bringing it to everyone: this weekend we will have our next major internal play-test of the current demo build. It means there are really good chances of you getting the InSomnia demo in your loving hands next week!

We want this to happen as much as you do, so let's keep finger crossed and believe that play-test results will be as good as we expect them to be. Be sure not to miss our next Kickstarter update with additional details in the following days. 

Thanks for all your support, and until next time!

Camping, shelter & transportation system

34 likes

Hello everyone! Previously we have already mentioned an in-game mechanic known as "build a camp". Today we will go into additional details by telling you more about this and other related elements.

Let's camp together

Camping is something you can do almost always and everywhere: during your global map adventures, while exploring specific locations etc. You will have a separate button in UI for this purpose:

This place is huge!
This place is huge!

Building a camp gives you an opportunity to craft items, manage inventory of your character and NPCs, have some food and water (yes, you will have to do that to survive), heal your wounds and rest to reduce the overall level of exhaustion. 

Note that you won't be able to camp while being in combat mode or in company of any hostile creatures sniffing nearby. Some missions you might take won't give you an opportunity to rest until you finish, along with certain locations which are generally considered to be too dangerous to stay there for too long.

Loot, loot never changes...
Loot, loot never changes...

You should also remember that camping in abandoned corners of the station will likely get your party an unwanted company.  

Your shelter

Each lost soul should have a place to call its own and you are not an exception. Your shelter is located on the territory of one of the station's military bases. Basically this location will offer you the same advantages as any other camp you build throughout the game. However the amount of features you'll be able to make a use of here is going to be slightly... bigger:

Be careful with some of those "features" though
Be careful with some of those "features" though

Here you will also find a special locker for everything you are too in love with to throw out, all your loyal companions you ever had in your party, a few merchants to suit your medical and technical needs etc. And of course what home it would be without workbenches of all sorts? You will definitely like this place.

Delivery terminals and instant transportation system

Station is a gigantic space ship so you can't always count on being around your shelter. This is when delivery terminals come to the rescue. This special tech can be found all over the place being connected with the help of complicated system of shafts.

By using these terminals you will be able to exchange items with the locker from your shelter. It will take some in-game time and you should be ready to wait even more if you find yourself too far from home.

To access the terminals you will need special cards which are rare. Also do not expect that all existing terminals will be perfectly functional  - some of them will require extensive repair and other manipulations before you can actually use them.

You will be able to travel using a similar transportation system yourself:

Thanks for reading this update and until next time!

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

38 likes

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!