Share this project

Done

Share this project

Done
Explore the House, a parasite dimension of cities and secrets. A nonlinear exploration RPG for PC, packed with story and lore.
Explore the House, a parasite dimension of cities and secrets. A nonlinear exploration RPG for PC, packed with story and lore.
Explore the House, a parasite dimension of cities and secrets. A nonlinear exploration RPG for PC, packed with story and lore.
1,103 backers pledged £12,866 to help bring this project to life.

Use this space to cheer the creator along, and talk to your fellow backers.

Have a question?

Only backers can post comments. Log In
    1. Harry Tuffs Creator on

      @BlueHairedMeerkat Firstly, thanks for backing - I really appreciate it! Also, good question. I've seen it raised elsewhere and this is definitely something I should add to the FAQ.

      AHoMD is a top-down, vehicle-based exploration RPG with interactive text. It would be silly to deny that Sunless Sea was one of the things that inspired me to make it! (I've been clear about that from the start - see my dev log here: http://www.pixeltrickerygames.com/2015/06/23/devlog-tuesday-part-1-5-credit-where-credits-due/)

      I think the UI is one of the things that most leaps out to people and makes them think of Sunless Sea a little too strongly. So please bear in mind that this game is pre-alpha! The current UI is clearly far from ideal and so I will be making a lot of changes to it before release.

      With that in mind, though, I do think AHoMD plays very differently to Sunless Sea. It's not a roguelike, for example! It has real-time-with-pause combat where crew placement and damage to vehicle components are very important. It is also extremely focused on procedural generation - almost all of the House consists of procedurally-generated architecture, and half of the crew are also procedurally-generated. The player character is a poet, and writing proc-gen poetry is one of the core loops of the game.

      It also has, of course, a completely different setting and narrative, which I hope is worthy of note when comparing two games where that is so important.

      Finally, it's worth bearing in mind that Failbetter Games share some of your concerns, and they've agreed to give me a firm nudge if they ever feel my game is too similar to Sunless Sea for their liking.

      For my part, I'm going to make sure that nudge isn't necessary - I've devoted the last nine months to this game's development and even longer to designing the setting, and I very much think AHoMD is Its Own Thing! Getting that across more effectively will be one of the main things I focus on as development continues.

      Hope that answers your question - I'm going to add it to the FAQ as well. Let me know if there's anything else you want to know, I want this comment section to be nice and lively if possible :)

    2. BlueHairedMeerkat on

      Okay, I'm in, but... what sets this game apart from Sunless Sea? Apart from the setting, it does appear in many ways to be an incredibly similar game. What major differences are there?

    3. "Wystan" - Bill C.
      Superbacker
      on

      You should reach out to Monte Cook and make this a "The Strange" Reversion... :)

      Maybe even get some people to help make a small Glimmer sized write up for the Numenera and The Strange and Cypher System....