This project's funding goal was not reached on February 21, 2013.
About this project
Oceania is a endless fantasy world, which lies amidst the vast expanses of the ocean. Land is represented here as a multitude of separate surface and flying islands of various shapes and sizes.
From time to time new islands or even continents arise from the depths of the ocean. Two neighboring races, humans and elves, actively explore new lands, sparking wars over the territory. In order to amass greater power, humans and elves create clans and guilds, which build new cities and kingdoms and attack each other, trying to invade other kingdoms to expand their own borders..
While Clans are more warlike and mostly use their military strength to resolve all issues, Guilds, on the contrary, develop economy by promoting trade and crafts. They prefer to buy and build rather than fight. Nevertheless, they can participate in combat as well, often with the aid of hired mercenaries. There are also those who prefer to stay away from global conflicts, find a small patch of land for livestock pastures and growing crops, and become farmers.
Busy fighting each other, humans and elves are not aware of the dark forces, the undead race living on the dark continent...
No one has discovered the new continent so far, but the hour X is getting closer ...
Character classes and skills
The character class system is also different from the conventional one. The character is not obliged to choose a particular class immediately and develop within certain limits. Instead, it is possible to reach new levels at the skills belonging to various classes. However, complete mastery of a particular class' skillset may only be gained at the expense of other skills, while even progress at all available skills can bring relatively modest achievements.
This system prevents the player character from becoming an all-around master, but offers a substantial gameplay balance. Being a master of a particular class, the character may also have beginner-level skills of other classes.
If desired, gained levels of one skillset can be dropped, opening the opportunity for better progress at skills of another class.
Unlike many other games, Oceania offers total freedom of choice. Members of one clan or guild, rallied around a common cause, may belong to different races. This is somewhat similar to the situation in real life, adding diversity and wider gameplay opportunities.
Every player character may own personal estates – a small patch of land or island, or even an entire city or a kingdom. Players are free to govern their estates as they please: decide what and where to build, with which options and looks.
For example, one can build a farm or a mill on an island. Or create a custom dungeon where other players may win trophies for completing quests. Or open a shop and sell stuff. Cities and kingdoms allow more opportunities such as marketplaces with stalls for rent, fighting tournaments – you name it.
Players can open shops and stores on their own land or rent market stalls in cities or on kingdom territories, which is usually more profitable.
The trading venues continue working and bringing income even when the owner is offline.
The main feature of Oceania is the Live World, a customizable environment that allows players to make changes to the game universe and thus become, in part, its creators.
Many gamers dream of adding some new elements and objects to their favorite game so they could think of themselves as partial creators of the game. Indeed, with new additions, gameplay may become more interesting and dynamic.
In Oceania, this feature is implemented.
Users can create almost any artifact and decide whether it is available free of charge or can be bought from an NPC or at their own character’s personal shop.
Almost any player can take part in populating the game world with their own artifacts, monsters and other things as well as creating custom locations and lands, which then may or may not be available to other players.Features: Races, Craft, PvP & PvE, Private territories,
Live World (customizable environment)
Our game employs an unusual approach to the race selection when creating the player character. New races may appear in the game, depending on the player's actions. On the other hand, not every race is initially available as an option at the player character creation stage. For instance, in order to play as a vampire or werewolf, your character needs to get bitten and 'turned' by a vampire or werewolf. This adds to the gameplay a certain flavor, so to speak. However, your character can switch back simply by selecting, after a certain amount of time, his or her previous race. Alternatively, the player may choose to stay 'turned' forever, gaining new skills and abilities and embracing the dark side.
Basic - humans, elves
Hidden - Undead (3 races), Underwater creatures (2 races)
Unknown (2 races)
In Oceania, crafts are an important and well-developed part of the gameplay.
A player can learn several trades, which, if desired, can be reset in order to begin learning others.
At the beginning, a character has an initial skill level at all crafts. Player can upgrade all of them, but it’s not possible to reach the top at all of them at once.
One can become a master at one or several chosen crafts but not at all of them.
PvP & PvE
Our PvP & PvE system is able to satisfy the most demanding users with a wide variety of tastes. Players can prove themselves as lone warriors or demonstrate mastery of battle command either upon the vast expanses of Oceania or in the arena.
In Oceania, players can unleash guild wars where much depends not only on the forces of the opposing sides, but also on well-considered tactics. As a way of bolstering their army for conquering a neighboring kingdom or another military purpose, players may hire mercenaries. They are fearless fighters, often capable of deciding the outcome of the battle. However, caution is advised in dealing with mercenaries as your enemies can offer a higher bid for their services.
The PvP combat system outside the arena is open, meaning that anyone can attack and, likewise, to be attacked by almost any player. There are also safe zones, which include cities and small areas around teleports. In such areas, you won’t able to attack another player and, in turn, will be safe yourself. But the world is changing so fast...
Players can take possession of private islands where they can do whatever they want: build a tavern, develop a farm with crops and livestock, or simply decorate the territory. Large groups (guilds, clans and others) may acquire larger areas to create their own cities, kingdoms, and other things.
The Living World
The Live World essentially enables players to introduce new objects/artifacts, plants, animals, and other stuff which is initially nonexistent in the game universe.
This is Oceania's main distinctive feature. It enables players to introduce to the gameplay custom artifacts and objects they create or invent. It is up to the player to decide how exactly the new item may be acquired – bought, for example, at a neutral store or at the player's own shop, for in-game currency or real-life money (yes, this is a fun money-making opportunity). Or, perhaps, the item might be won as a trophy, found in a secret place, etc.
Thanks to this endless stream of new things, the world changes and evolves.
In Oceania, players are able to earn both the game currency and real money.
The game's musical score has been created by Nikolay Pogodaev, a professional composer whose help we have enlisted specifically for this project. Not satisfied with being merely a guest talent, Nikolay has become an active member of the development team.
The Oceania development is on UNIGINE Engine.
This universal technology is great for MMORPG, as well as for games of other genres (RTS, FPS, Action, RPG). UNIGINE Engine has support for all the latest rendering features, while scaling very well depending on hardware. Supported platforms are Windows, Linux, Mac, PS3, iOS and Android.
The game has plenty of action and lines of play to sink one's teeth into, various character development possibilities and much, much more. If you are interested in learning more details, we will be happy to answer all your questions.
Thank you for reading!
Risks and challenges
There is no risk of non-delivery. We already have the bulk of game assets completed. Of course, the playtest and debugging stage may take longer, but this is impossible to predict.
We’ve been able to get a lot done already through self-funding alone.
UNIGINE Corp. provides extensive support for creating the game.
Will the game be ported to other platforms? For example under Linux.
Yes. With support of UNIGINE Engine platform GNU / Linux. Next stage after creating version for PC, porting to Linux. Further, for mobile platforms.
- (45 days)