About this project
Want to be inside of InSomnia? Become one of The Fallen of Object 6!
The InSomnia Prologue is an introduction, where you’re playing as Typer - a possible future companion in the final game. The story of this chapter takes place a few days before your main character finds himself in a cryogenic chamber within the Urb.
This is a Prologue part of the game’s aim is to introduce the player to the many mechanics of the final game. However, it's still treated as alpha-version; there are still many aspects that will be changed in the future. Within the Prologue are elements that will teach the player the prehistory of InSomnia and to get you familiar with the controls, the combat situations and to introduce you to the game’s world - Object 6.
Playing it will give you a general idea about the project. In the final game the end of Prologue will lead to the character creation, and of course the start of the main plot.
InSomnia is a dystopia with a dismal dieselpunk setting that takes place in a semi-deserted space metropolis. A real-time RPG, that focuses heavily on a non-linear plot in an open world, as well as on realistic combat mechanics.
The story of InSomnia unfolds on a massive interstellar space ship, where the sole descendants of a once great civilization fled from a dying planet, engulfed by the flames of war. Object 6 has now been travelling for over four hundred years, hurtling towards its destination - the Evacuation Point. Supposedly a far-away world, the inhabitants of this gargantuan metal arc hope to begin the history of mankind anew.
Explore the various abandoned sectors of the station, and fight for your life; either on your own, or with the help of friendly companions. Follow your own path or join one of the many factions within the game, the choice is yours. As you explore, and familiarize yourself with the world of InSomnia, you will end up in the epicenter of a clash of mighty forces, learn the truth about what made the Nomah leave their home planet and will become the one who determines the result of the multi century-long journey of the space ark.
Our hero is Urb citizen #KZ0012. Upon entering the adaptation ward, after being taken out of the Great Sleep - a procedure consisting of a multi-year state of anabiosis, #KZ0012 discovers that there’s unrest in the Close Radius, and a state of emergency declared in Urb.
#KZ0012 is assigned to Sector D of the Close Radius, where a series of mysterious circumstances pulls the hero into a large-scale game, where the fate of all the inhabitants of the space metropolis is at stake.
You’re about to explore a colossal space metropolis, which is brimming with the secrets of a long-gone civilization. Discover far-off settlements with fascinating residents, track dangerous creatures born in the confines and depths of the station.
Wander around the deserted sectors in search of ancient artifacts, or stay close to the central and more densely populated reservations, where there are thousands of Ghetters relentlessly toiling at the Urb’s various factories. Soldiers carry out raids attempting to round up the renegades, all while organized criminal clans clash with the Bea Kera zealots over power and control.
The fight for survival in the steel labyrinth that is the space ark will require more than just a bit of effort on your part. You will have to face bandits, mutants, dangerous predators, and other hostile residents of the deserted areas, to name but a few.
As you explore, you will also have to occasionally rest by setting up camp, in order to escape the electromagnetic storms, to heal from battle, whilst closely monitoring your water supply and provisions. You'll have to clear away debris that blocks your path, and figure out how to deal with certain sectors that have become overgrown with toxic deadly plants.
Develop your character by interacting with your surroundings, be it by having a conversation with your partner, trading with a local, creating an object, repairing some broken equipment, breaking into an electronic system, or just by fine-tuning your combat skills.
The decisions you make will affect others around you, but they will also have an impact on your character. As a result, you will be able to develop both positive and negative traits. Eventually, you will have a character with his/her own unique history, strengths and weaknesses, showcasing the proverbial scars acquired from the choices you've made.
The role-playing system is grounded in six attributes: Strength, Agility, Stamina, Charisma, Intellect, and Perception. These attributes greatly affect both a character’s basic individual characteristics, as well as the game as a whole.
On top of these attributes, your character can also make use of 12 skills, between combat skills (Rifles, Heavy Weapons, and Explosives) and professional/life skills (Medicine, Mechanics, Survival, Rhetoric, and more). Skills are leveled up by using them, and, as you do, your character receives skill points.
Another aspect of the role-playing system’s the base and acquired characteristics. The base characteristics are the ones you select yourself from an expansive list as your character develops. Each one has particular requirements and provides you with substantial perks and bonuses. Acquired characteristics are obtained by the character based on fulfillment of hidden conditions.
For example, if you have frequently engaged in combat with a particular type of adversary, you may receive a bonus for fighting them in the future. However, if you’ve often consumed filthy water and expired food, you could earn yourself a negative attribute that depletes your health levels. As you develop your character, you’ll need to deal with the negative results of your adventure, so it’s important to be as careful, and attentive, as you can.
While on board the station, you will find yourself having chance encounters with all kinds of characters and creatures. You might run into a pack of wild mutants looking for their next victim, a wandering merchant who might just save you from starvation, a military patrol suddenly arriving in the nick of time, or a Bea Kera crusade of zealots that are blocking your path.
The game will constantly generate new interactive objects, mini-quests, and unique events that will provide the player with a dynamic and ever-changing gameplay experience.
InSomnia is a combination of complex and branching dialog, a system to manage the relationships you create and build with characters and factions, an enormous variety of ways to play the game, and several divergent endings. You will need to make complex choices that can, and will, drastically affect the fate of every space station resident. Solve the problem peacefully, apply force, or try to find a less obvious solution – it’s your choice but remember, each action will have a reaction.
Inventory and item management is a key and fundamental aspect of the gameplay for InSomnia. Every item within the game has its own function, and you might also receive additional information about the game world. For example, reading books improves your skills and, sometimes, gives you unique traits and qualities. Even the most useless of junk can be turned into useful materials for crafting, and some items will even take you on an adventure.
Almost every item in the game can be disassembled into parts. From the high-tech armor that can be turned into a set of rare materials, to the old rubber boot that can be cut into several pieces of rubber; parts that you get from disassembling are not only good for repairing your equipment, but also for creating new items.
Depending on your skill level in medicine, mechanics, and electronics, you'll be able to craft medical supplies, ammo, equipment modifications, and sophisticated gadgets - and to create items you'll need blueprints. As you play, you will discover blueprints by exploring abandoned sectors of Object 6, learning from data sources, or you might even secure them as a reward for completing a quest.
Skills in gathering are going to help you collect materials from fauna and flora. By hunting the creatures that reside within the station's depths, you'll be able to find pelts, meat, and even glands. While different species of Crioma plant are going to become a source of nutrition and raw material for pills and stimulators.
InSomnia features realistic mechanics for melee and ranged combat. This is thanks to a large array of equipment and weaponry, each with their distinct tactical advantages and disadvantages; along with a multilevel injury and damage system, and a tactical pause system that allows for strategic planning.
Be ready for unexpected occurrences; you might find your weapon jammed at a very inopportune moment, or that your companion is panicking and refuses to follow orders. Don’t be surprised if you get your skull bashed in several times and some opponents seem a tad too tough. Each battle will require the player to be thoroughly prepared, not only with the right weapons and equipment but also a clear understanding of the roles taken when engaging in battle as a group. Obviously, preparation is just one part of a successful conflict, actual strategy is required and also an active use of your surroundings.
It would be impossible to bring InSomnia to life without a deliciously viscous and dark-ambient soundtrack. The monotonous hum of machinery that never sleeps, the barely noticeable rustle coming from the bottomless mines or the sickly creaking of the rusty overlays. For several centuries, this spectral chorus serves its Mass in this abandoned temple of ancient demiurges.
InSomnia has the dismal aesthetic of an ancient space metropolis, where the ideas expressed by futurologists of the first half of the 20th century are found in the monumental Art Deco and post-apocalyptic noir-style visuals.
The art style finds its inspiration from movies such as Blade Runner, Metropolis, Dark City, Brazil, and Dead Man's Letters, to name a few. InSomnia's concept art is not tied to specific geography or historical events. You can find these concepts on the game's official website under the Media section.
The funds collected will go towards the final months of work necessary to complete InSomnia for final release. As transparency is important to us, we’ll make it possible to track our progress towards the finish line right here on this Kickstarter campaign, by way of project updates. Once the campaign is over, we’ll do an update every two weeks that will chart the various milestones we’re meeting.
Studio MONO is an independent studio full of like-minded individuals from around the globe, united by the idea of creating a complex, layered RPG with unique game mechanics and a thoroughly thought-out, elaborate universe. As we work on InSomnia, we share ideas, learn from each other, overcome difficulties and obstacles, moving ever-closer to our goal.
Help us to reach the following milestones and you'll get some cool free stuff for your support:
If you backed InSomnia on our previous Kickstarter campaign and you decide to pledge again for this Kickstarter campaign, you’ll receive double all the digital rewards for the tier you support as at! We’re very thankful for those of you who helped us the first time around, and this is our way of saying thank you. This will allow you to share the love with your friends and family, by giving them a copy of InSomnia, the digital art book, the digital soundtrack, and more!
We once again teamed up with the excellent team at PR Hound to work with us on this Kickstarter campaign for InSomnia. They've been great to work with, and are experts in the field, having worked on great projects such as War of Rights, Warlocks, Umbra, Planets 3 and many more.
Risks and challenges
The largest chunk of our work, including the creation of the main plot, plot branches, and endings, is done. Further development includes polishing the content, cut scene revision, adding icons, adjusting animation and sounds, optimization, improving usability, implementing secondary content, and fixing the little bugs that could take away from the experience.
Judging by the project's current state, we can confidently say that risks regarding contingency have been minimized. At the moment we also need to deal with the technical, legal and administrative side of things that have to do with releasing a video game. We’ll keep all backers updated on the current state of the game every step of the game and you’ll get to see the many improvements made for InSomnia thanks to your support!Learn about accountability on Kickstarter
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