Remnant - 4X space strategy game for PC, Mac and Linux
Remnant is a 4X space strategy game set in a single planetary system during a pre-warp era.
Remnant is a real-time 4X space strategy game set in a single planetary system. As the leader of a rising faction, take command of operations and lead your people to prosperity as you acquire resources, build fleets, expand your influence and dominate your new home system.
Some of the features that make Remnant unique are:
- Full 3D Battles: Combat takes place in completely open space with full six degrees of freedom. No tiles. No grids. Simplified Newtonian physics allow movement in one direction while facing (and attacking) another.
- Espionage: A complex espionage system involving agents that gain experience and level up. Capture or assassinate other player's governors, admirals and spies or disrupt their progress through sabotage and subterfuge.
- Ship Customization: Customize every detail of your ship: firepower, support systems, engines, name, emblems and colour scheme.
- Dynamic Map: All planets, moons and asteroids move in orbit as the game progresses. Colonizing a moon will keep the colony at arm's length but not yield as many resources as capturing the more vulnerable outer planets and asteroids.
- Logistics: Resources are local to each planet rather than empire wide. The transportation of resources from mining worlds to forge worlds create emergent supply lines that are vulnerable to disruption.
Taking place around a single star, Remnant allows you to explore an entire planetary system's worth of celestial bodies. Planets, moons and asteroids are all available for colonization and each body is procedurally generated so every game is completely different.
Planets and moons stem from seven basic types: volcanic, terrestrial, oceanic, rocky, icy, barren or jovian (gas giants). Different basic types produce resources in varying quantities. Food is more easily produced on terrestrial and oceanic worlds but metal deposits are more readily accessible on rockier planets. Exploring far outside the habitable zone is key to the success and growth of your empire.
There are three basic resources in Remnant: food, ore and metal. Food and ore are produced at a base rate and multiplied by the construction of farms and mines. Metal is produced through the refinement of ore and requires a refinery structure to be present. It is important to note that resources are local to each colony, and not empire wide. Having metal available on Planet X will not allow the construction of ships on Planet Y.
Each planetary body type has different multipliers for the production of resources. Building a farm on a volcanic planet will not generate the same amount of food as an oceanic planet. This creates world specialization: farming worlds, mining worlds and forge worlds with the transportation of resources key to their efficiency. The supply lines that emerge are vulnerable to enemy disruption and need to be protected.
Careful consideration must be given to where and when colonization happens because unlike most strategy games that have static maps, Remnant features a dynamic map where all planetary bodies move in orbit as the game progresses. Colonizing a planet's moon(s) may keep it at arm's length to the rest of your colonies, but will lack the output of larger worlds with more abundant resources. Expand too far and your empire will be spread too thin but expand too little and you'll lack the influx of resources required to keep your enemies at bay.
A wide array of structures can be constructed on each colonized world and the more structures of the same type, the greater their output. Structures available for construction are:
- Farm: Increases the amount of food the colony produces.
- Mine: Increases the amount of ore the colony produces.
- Refinery: Converts ore to metal over time.
- Habitat: Increases the colony's population limit.
- Construction Yard: Increases the rate at which structures are constructed.
- Shipyard: Allows for the construction of ships.
- Research Lab: Increases the rate at which technological breakthroughs are achieved.
- Academy: Recruits randomly generated agents periodically.
- Training Facility: Passively increases the attributes of all agents stationed on the planet.
- Intelligence Bureau: Increases the failure rate of enemy agents.
- Shield Generator: Increases the amount of time required by a hostile force to capture the planet.
All structures modify the base planet's rate -- building a farm on a volcanic world will not yield the same quantity of food as building a farm on a terrestrial world -- and each structure comes with an associated maintenance cost that must be maintained or the structure will be scrapped.
Remnant features a complex espionage system and at the root of the system are the agents. Agents are randomly generated characters that are periodically recruited at any colony with an academy structure. Agents have attribute points that dictate their abilities and those attributes increase with training or over time while performing tasks. You can assign agents to act as governors, admirals or spies. Governors are assigned to a colony and boost production. Admirals are assigned to fleets and boost combat abilities. Spies are sent on missions to disrupt the enemy.
All agents are vulnerable: they can be captured or killed by enemy agents or in performance of their duties. Governors can be captured or killed if a colony falls. Admirals can be killed in battle. Spies can be captured or killed when caught performing a mission. Losing experienced agents, especially governors and admirals, can be a major setback to any burgeoning empire.
Agents can be sent on the following missions:
- Spy: Gather intelligence on an opponent's colony to create a snapshot of current structures, personnel and ships.
- Counterintelligence: Discover the activities of opposing agents on a friendly colony.
- Assassinate: Kill an opponent's agent.
- Abduct: Kidnap an opponent's agent. Captured agents can be used as bargaining chips in diplomatic interactions.
- Rescue: Retrieve a captured agent from an opponent.
- Sabotage: Destroy an opponent's structure or ship.
- Assist (Construction): Increase the rate at which structures are constructed.
- Assist (Research): Increase the rate at which technological breakthroughs are achieved.
- Assist (Recruitment): Increase the rate at which new agents are recruited.
The assist missions are limited to one per colony.
Inevitably, conflict between two factions spills over into open war. When two hostile fleets meet, combat usually ensues. Battles in Remnant take place in an open space environment with full six degrees of freedom. Ships can move along any axis and rotate to face any direction. No grids. No tiles.
The weapons on each ship fire independently of each other and are capable of tracking and attacking multiple targets. This makes movement and positioning extremely important in battle: you have to maximize the coverage area of your weapon systems while minimizing the risk involved. Using a simplified Newtonian physics model, ships are capable of moving in one direction while facing (and attacking) another. All ships are vulnerable from specific attack angles, and taking advantage of that fact, is key to success.
The composition of your fleet is critical to victory and ships fall into three basic categories: corvette (small), cruiser (medium) and capital (large). Corvettes have the advantage of speed and are more easily capable of attacking capital ships where they lack firepower (usually around the engines). Cruisers fit right in the middle, they're fast enough to avoid being flanked by the corvettes and have superior firepower so they should be used to escort your capital ships. Capital ships have immense firepower and are used to clear out the slower moving cruisers to allow the corvettes to more effectively swarm their target. In theory (but not always in practice): corvettes > capitals > cruisers > corvettes.
All aspects of the ships in your fleet are fully customizable: weapon systems, defensive systems, support systems,and engines. Even the name, colours and emblems can be changed.
Having a wide variety of weapon systems is critical because for every offensive system, there is a defensive system that counters it. If your opponent's spies notice that you're using nothing but beam cruises, they can equip the proper shielding and be all but immune to your fleet.
Although Remnant is a real-time game, time controls allow you to pause, slow down or speed up the game so you will never feel overwhelmed. Superior tactics, strategy and planning will always triumph superior reflexes.
I am the full-time designer and programmer on this project. All money raised will be used to contract artists for the creation of additional 3D and 2D art assets.
This breakdown allows for the creation of the following assets:
- 12 unique space ship hulls of varying size
- 11 structure portraits
- 12 agent portrait bases (heads) and a wide array of customizations (hair, eyes, nose, mouth) that create unique faces when layered
- 1 complete user interface skin
No money is required for programming as I'm being supported financially by my wife of 6 years.
All backers will make their mark on the game with no exceptions at any tier. Add a few names to the random generators at the early tiers, create something custom in the middle tiers or design from scratch your own creations at the highest tiers. It's important to me that everyone who pledges to support the project gets to see a little of themselves in the final product. All names are subject to approval to ensure an overall aesthetic and avoid copyright infringement issues.
In 2010 I left my corporate programming gig and began developing games full time. For the last few years, I've been developing Flash games and selling them on the popular FGL marketplace where I'm currently a top 40 developer (out of 2500+).
In 2013, I released Fractured, a puzzle platformer with a very unique mechanic. It went on to become the tenth most popular Flash game on the Internet that year (by distribution) and won multiple awards.
Since late 2014, I've been full time on Remnant.
Risks and challenges
Despite their immense complexity, 4X games are relatively straight forward from a development point of view: they have low art requirements and they aren't trying to push the boundaries of technology. They're mathematical simulations, at their core, and don't require the massive, specialized teams of programmers that games in other genres require.
All funds raised will be going directly to the creation of art assets and other art related materials (i.e. design, layout, user experience). No additional funds are required for programming as I'm being financially supported by my wife of six years.
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