Pursuit of Power 2 : The Chaos Dimension
Fast-paced RTS where players must survive a chaotic world. Control powerful leaders, elite troops, and manage fortresses. Steam demo.
- Real-time strategy game with pixel art
- Play a Shadow Knight, Stalker, or Mage as your leader class
- Choose from a variety of upgrades as your leader gains levels
- Command elite troops with strategic roles and a rage mechanic
- Manage connections between fortresses in a unique way
- Gain prestige by capturing rifts and performing heroic acts
- Dynamic world events such as invaders that attack fortresses
- Win by capturing all enemy fortresses or surviving the Apocalypse
- Single-player campaign with a story and objectives
- Single and multi-player skirmish (local or network)
- Demo already available on Steam!
Pursuit of Power® 2 : The Chaos Dimension is a real-time strategy game with a different focus than traditional RTS games. Players connect fortresses together in order to build, research technology, generate bonus resources, defend allies, and lay siege to enemies. Each player has a leader unit that summons structures and casts powerful abilities. Rifts dynamically spawn invaders and epic creatures that reward players with prestige when defeated. There is a priority system for enemy targets and a rage mechanic that affects combat in multiple ways.
Fight through a single-player campaign game with unique content and objectives for your leader. Play local and network skirmish games with up to 10 players. Join a team with allies that can come to your aid. Create new skirmish games using a map editor with a rich set of features.
With your support, Pursuit of Power® 2 will be released during August of 2018 for the Windows PC.
The game begins with your chosen leader spawning next to a crystal formation. Clicking on the crystal will summon your first fortress over it. Now you must race across the map to summon more fortresses over unprotected crystal formations using your leader and zealots.
What are zealots? They are devout followers that march from your own fortresses to any other fortress, whether friendly or an enemy. Zealots form a continuous line when there are no gaps between zealots due to deaths. Those complete connections transfer magical power that can generate resources, bolster defenses, or help lay siege to enemy fortresses.
The front zealot at the head of the line holds a banner. If any zealot dies before it, then the banner shifts to the next head of the continuous line. Power emanates from the banner during each pulse event. When connected to a friendly fortress, that power flows through it and travels back to the source, providing additional power for the player. The destination fortress also receives increased build progress for every friendly connection.
On the other hand, every enemy zealot connection to a fortress slows its build progress. If more enemy banner zealots reach the fortress than friendly zealots, it essentially halts progress so enemy troops can lay siege. In addition, the enemy banner zealots generate prestige when they successfully reach the portal.
What are the resources? Every 2 seconds a pulse event occurs in the game. During that event, power is generated for players with fortresses over active crystal formations. Power is the main resource in the game. It is required for most game actions, such as summoning troops or using an ability.
Prestige is awarded for heroic actions against enemies. It can be gained when players connect their zealots to enemy fortresses, destroy enemy zealots, kill enemy leaders, or capture rifts. Prestige is required for some of the most powerful game actions, including the leveling system.
How does the leveling system work? Leaders will gain levels as they accumulate prestige. There will be ways to choose upgrades, possibly tied to the captured rifts. I hope to change the appearance of leaders and visual effects for their abilities as they gain levels.
Fortresses will also have an upgrade path. Many of those choices will be focused around powerful abilities for zealots. Portals will become larger and look more powerful as they are upgraded. Currently, the upgrade path requires a certain amount of "zealot pulses" for build progress, as well as a power and prestige cost.
Those concepts are still in the design phase, but I do want to emphasize that there will be player choices that have a big impact on the game. They will add a lot of strategic depth. Some of the current choices are just placeholders until the designs are completed.
What is a typical battle scenario? During battles, units will select targets based on a few criteria. Towers will normally target zealots before any other unit. However, siege troops will draw fire when in range. That will allow your zealots to pass by without being harmed. The siege units are also very effective at absorbing damage from structures.
Fighter units will taunt all troops when in range. That can allow your high-damage units to harm enemies without risking death. Immobilization troops can fear, stun, and mesmerize most other troops. That can render a group of enemies helpless as they get picked off. When the immobilized unit is first hit, a bonus buff is triggered for the attacker.
Scout units can stealth and do extra damage when attacking while hidden. They can detect other stealth units and also have a debuff. That debuff amplifies the damage of certain abilities. All 3 major debuffs are displayed as icons near the troop health and rage bars due to their importance.
Rage is generated when a troop takes damage or while it is immobilized. As the rage increases, the troop gains rage levels. Each rage level multiplies the damage done by that troop. Killing troops with high levels of rage is important. Some abilities can even harness the rage to create bonus effects. Troops at max rage level are immune to immobilization effects. All troops decrease rage over time.
How do you capture an enemy fortress? Players must first destroy all 4 fortification towers to make the portal vulnerable. Then they can damage the portal while fortifications are down, which isn't easy since fortifications can repair themselves with help from friendly zealots. The player's zealots will then capture the unprotected portal after several pulse events and a new fortress will be summoned for the conquering player.
What are the rifts and chaos levels? Rifts don't become active until 5 minutes into the game. That gives players time to capture magic sources, build some defensive structures, and summon troops. Rifts with floating purple particles will become active during the next phase, so take note of where they are located.
When the rifts become active, invaders will start to spawn at a relatively slow rate. Capturing rifts will accumulate prestige over time and help push invaders further away from your fortresses. As mentioned above, they might also be tied to leader upgrades in the future.
For the most part, invaders will harass your fortresses, cause attrition to your troops, and disrupt your zealot paths by causing breaks in the line. It takes a while for them to destroy a fortress on their own. However, they could assist enemy players by destroying most of the defenses, allowing their zealots to capture the fortress.
Epic rifts aren't in game yet, but they will spawn boss creatures when they are implemented. Those rifts and creatures will be similar to mercenary camps in MOBAs. Most likely, each will have unique, but relatively simple raid mechanics that players must learn. I plan to let players control the defeated boss for a limited amount of time. There can be up to a dozen types of epic rifts and bosses with the current design.
Chaos surges happen at the start of the next chaos levels. They evict players from all captured rifts, returning them to the invader pool of inactive rifts. That ensures invaders can always be a part of the game. Furthermore, the spawn rate of invaders doubles during the 1 minute chaos surge. That means that invaders will often attack fortresses during the chaos surge, since the minimum threshold for attacks is more likely to be met.
How does the game end? There are two main ways to win the game. The more traditional way is to capture all of the enemy fortresses. Leveling-up your leader more quickly than your opponents can help, especially once you gain your powerful ability upgrades.
You can also win the game if you are the last player to survive the Apocalypse. The game world becomes increasingly chaotic as players conquer fortresses and destroy the rifts. Powerful creatures from an alternate dimension take notice and start to descend through the rifts, making the encounters more difficult. The attacks increase in strength until only one player survives and the game is won.
Are there any other gameplay concepts? I plan to implement additional features as funding permits. Those concepts include armor upgrades for leaders, morphing banner zealots, flying guardians, talking avatars that provide situational awareness and commentary, and more...
What is in the Demo? The demo for Pursuit of Power® 2 places you in a skirmish game as a Shadow Knight versus another SK computer player at normal difficulty. The features are limited in order to simplify things, which is important since the campaign tutorial has not been implemented yet. You will definitely want to read the "help tips" image and it would be good to read the extended help in-game too.
A long time ago, the first crystal awakened with a pulse of power. It called out like a beacon, whispering to rulers across the lands, invading their minds. They soon learned how to infuse their people with the magic of the crystals to create devout followers. Each new zealot increased their influence and fueled a hunger to rule over all.
The rulers continued to harness the power of the ancient crystals, believing they could gain immortality. They absorbed so much power that they ascended to another dimension, becoming worshiped by the mortals left behind. The deities then began to fight for dominance while gathering the strongest allies across every known dimension.
The battle for supremacy left unimaginable carnage in its path. The crystal formations became corrupted, tearing a rift within them and bringing chaos into the world. Invaders poured from the rifts, slaughtering anything that stood in their path. Balance must be restored to the Universe before everything is consumed by this Chaos Dimension.
You have risen to lead the mortal armies of your deity. As you conquer each world, you consume its power until you are able to transport your spirit to another world, leaving behind the remains of a diminished planet. From there you launch your assaults, summoning your armies through portals that connect those worlds.
You are aided by the Avatar of your deity, a formidable creature that can grant you god-like abilities to smite your enemies. This Avatar gives you insight into all divine beings, including the crystal formations and the zealots of your enemies. Through its omniscience, you can even sense when your fortresses are going to be attacked.
Now you must conquer each new world and harness its power to give your deity the dominance it needs to restore balance and heal the crystals. And perhaps in time, you will ascend to rule over your own empire...
Pursuit of Power® 2 is currently in the Beta 1 phase of development, which will continue until the end of 2017. Most of the major game components have already been completed. That includes the path-finding, troop AI, computer player AI, networking, multiplayer, game editor, combat mechanics, fortresses, chaos levels, rifts, invaders, and other major components.
The main features I need to finish implementing are the leveling system, fortress upgrades, epic bosses, and the campaign mode. Those items will be my priority over the next few months. I will leverage some of the code from my previous two games, which will help with the development of those items.
The artwork is in progress and I expect to continue adding new assets for many months. Currently, the first pass has been completed for 16 of 18 troops, 12 of the player structures, a few rifts, and the magic sources. Some of the terrain and scenery details are done too. That leaves 2 more troops, several rift bosses, some of the environment, combat effects, user interface, and additional artwork that depends on the goals funded.
The game will continue to improve and the level of polish will dramatically increase too. I finished most of the complicated parts of the game so I can spend the next year making it really fun!
I have spent the past 5 years creating Pursuit of Power® 2. I have all of the major concepts designed and most are implemented as well. I'm at the point where I would really like to build a community around the game.
I could use feedback on a few different areas such as artwork, game mechanics, unit abilities, story, user interface, and more. That will enable me to make the best game possible. It also helps me understand what features interest people the most so I can focus on them.
The current version of the game is fully playable and fun, but I want to take it much further. I have several funding goals that can build upon the existing systems. I want more epic battles along the zealot paths and at the fortresses. I want to experience random world events and race players to the most powerful divine abilities!
I have 3 base goals that I hope to accomplish with this Kickstarter campaign. I also have some more ambitious goals that I would love to fund. I believe they will add a lot to the game. If I am able to fund more than the base goals, I will ask the community to prioritize the additional goals.
Goal #1 ($5k) : Finish creating the core assets for the game, which includes player units, epic bosses, rift structures, basic effects, terrain, scenery, and sound design.
Goal #2 (+$5k) : Create custom artwork for all player icons. Create custom sound effects for all player units. Create basic animations and narration for the Avatar to enhance its presence within the game.
Goal #3 (+$5k) : Create additional music tracks, which will add tension to battles. Create multiple sets of terrain and scenery to provide more variety for environments.
Multiple armor sets for each leader (+$10k) : Leaders can infuse their armor with magic from the crystal formations. These new armor sets will look visually distinct and provide bonuses in combat. Higher tier armor sets will look more impressive. The new armor sets will require additional artwork, sound effects, and game mechanics.
More epic bosses and rifts (+$10k) : Create more epic bosses and rift structures, which would require new animations and boss mechanics. Reaching this goal would increase the number of epic bosses to around a dozen.
Morphing banner zealots (+$15k) : Banner zealots can be infused with divine power and morph into epic creatures. They essentially become mobile fortresses, requiring substantial effort to kill. Players must halt their progress while trying to cut the zealot line, which sustains them by regenerating health. Once the zealot line is cut, the epic banner zealot can be defeated more easily.
Flying guardians (+$15k) : The guardian materializes into an ancient dragon that can be sent to a destination fortress. It follows the path of the zealots, annihilating enemies it encounters along the way. It will then attempt to destroy the enemy fortress if it exists.
Avatar animation and voice-overs (+$20k) : The avatar becomes a living presence within the game. Gestures are animated and voice-overs are used to provide players with situational awareness. Skillful attacks are emphasized with "flavor" comments. The avatar becomes a commentator for the game.
More campaign content (+$20k) : Each leader class gets a unique story-line for the campaign. Some of the NPCs are fully animated so they can walk around the map and even participate in battles. More lore is added to enrich the world.
I want to make sure that all backers are rewarded for helping make this game. That's why every digital download tier is a Beta milestone. You will get to play the game months before it is officially released. I'm really interested in building a community around the game.
I also wanted to give a price break for multiple copies of the game. I have purposely kept the rewards lean and simple. That way the money goes right to making the game better.
Finally, the game already has a Steam store and public Demo. The full version is hosted there too. All backers will receive a Steam key for each purchased game. I will do my best to send those keys by the deadline listed for each reward.
I did include a few rewards for backers that want to create content for Pursuit of Power® 2. Those rewards are for skirmish boards, non-player characters, campaign boards, and boss creatures. If you choose one of those rewards, I will work with you directly and do my best to achieve your vision for that content.
Please note that the content process will begin after the delivery of the digital download keys.
Michael Vitt - I am the owner of Precision Games and creator of Pursuit of Power® 2. I have always been passionate about making video games, ever since playing Atari more than 30 years ago. I wanted to make video games so much that I taught myself to program QBasic on an 8088XT when I was 11. I then studied to become a software engineer and that technical experience has really helped with my game development.
Meagan Bowden is the lead artist for Pursuit of Power® 2. She is a 2d pixel artist with over a decade of experience in the gaming industry. She spent her childhood attached to either her computer or a sketch pad, designing her own fantasy world complete with a made up language known only to her and a very fat orange tabby.
Steven Harriton is the music composer for Pursuit of Power® 2. He has been composing, producing, recording, editing, mixing and mastering audio for the past 15 years in Los Angeles, California. In 2016 his music aired on TV/Film/Internet in 30 different countries. You can find his music in Civilization 3: Call To Power, American Idol, Arrow, Top Gear, and many other TV shows. Steven has also produced around 25 independently funded artist CD projects.
I have written the entire game engine in C++. I started it more than a decade ago, so the code is really robust. It is based on DirectX 8.1 and Winsock 2.2 for the network sockets. Since I control all of the code, I always have the ability to fix any bugs that are found. The games run smoothly on pretty much any Windows PC at any resolution.
I am also able to optimize the engine for the games I create. That's particularly important for this game because of the large number of units that can exist. I designed the game to simultaneously handle more than 12 thousand zealots, 1 thousand troops, 1 thousand towers, 50 fortresses, and 10 total players. The path-finding is multi-threaded and very efficient. The multiplayer network code only sends updates for visible entities on each client and uses very little bandwidth, even with thousands of units in game.
The game engine is designed with interface classes to support multiple operating systems. I hope to eventually add native support for Linux and Mac. My games do run on Wine for those operating systems.
Steam store: http://store.steampowered.com/app/546120
Risks and challenges
Any project can experience setbacks even if it has been carefully planned and well executed. Therefore it is important to minimize risks as much as possible. Completing the complex portions of a project can greatly reduce the risk of setbacks.
I have spent more than 5 years taking this game from prototype to the Beta phase of development. Most of the core features have been implemented, including complex components like artificial intelligence, networking, and multiplayer.
Most importantly, the game is already fun and it can be played right now on Steam. That means I always have the option of releasing it early if I hit some kind of unforeseeable setback. You can try the demo on Steam to see for yourself.
I don't anticipate any issues and I have released two complete games of similar scope. I have also invested a significant amount of my own money into the game. I will do everything I can to complete this game on time with all of the promised features.Learn about accountability on Kickstarter
- (24 days)