This project's funding goal was not reached on July 18, 2013.
Here is the first of the two updates we promised last week!
We have spent a lot talking about the game, and how it's put together, and what people can expect of gameplay. It's time to focus a little on the story, and one of the game's two main characters.
In this video, the Companion tells his story up to and including the moment of the Ensign's awakening, when the player picks up the reins of the game. It's an insight into some of the events that lead up to the Endeavour's current, ruined state.
We'll be posting a special update for our backers later in the day, so stay tuned for a little thank you for your support so far!
Violence never truly solves problems. It may shatter them to pieces, or riddle them with holes, or disintegrate them at a quantum level so that they no longer are in your way, but it does not solve anything.
Dark Matter’s story is nuanced enough to allow for the catharsis of truly understanding and addressing the socioeconomic roots of the Scavenger race’s aggressive nature. On the other hand, rockets.
Weapons, alas, win the day again, and we gave the Ensign an arsenal varied enough that while she may not always come to a satisfying conclusion of her argument with the Seekers and Angels, she will certainly have the means to tear into them with spectacular results. Let’s take a look at some of Dark Matter’s tools of destruction.
The first weapon in the game is the 25mm Pacifier Handgun. This standard issue sidearm draws matter from the atmosphere to manufacture its own ammunition, and will be a trusty companion in dark times. On the other hand, it’s not going to make much of an impression on the bigger Scavengers, and will eventually become a last stand resort.
Next up is the Combat Shotgun. This brutal short range weapon will make fast work of most lower class scavengers, and when properly powered up with either extra damage or a faster firing rate, will put a serious dent in the bigger ones too. Shot by shot, this is the most devastating weapon in the game.
At the other hand of the combat spectrum is the Assault Rifle. This long range, fast firing weapon is ideal for delivering massive nano damage to enemies far and near. Lovely as the firing rate is, the assault rifle goes through a magazine in seconds, and can be costly to keep stocked up.
Nothing screams ‘get off my ship’ like a detonation, and the Ensign is well provided on that front, with the Grenade and Rocket Launchers. Grenades deal less damage per explosion, but can be fired faster, and do bounce off walls and ceilings, to reach those cunning Scavengers lying in ambush for you. Rockets instead just go boom, and do so spectacularly well.
We don’t know much about the last weapon. During their attack, the Angels ignored most human technology, but scorched the laboratories that housed the Energy Caster prototypes. No information about this device survives, and that may just be enough of a hint that it’s worth going after.
Seekers are the deadliest enemies you will encounter in the world of Dark Matter. They are not the most armoured, nor are they the largest aliens in the game. Seekers don’t fly, and they don’t even have a ranged attack. What makes them a formidable enemy is that unlike the other members of the Scavenger hive, Seekers were infused with all the cunning necessary to track and destroy the hardiest species in known space.
One of the Seeker’s favourite ploys is playing possum. Scavenger hordes are not known for their neatness, and often leave a trail of dismembered carcasses in their wake. Since funeral rites don’t feature in their culture, many of those carcasses are their own fallen comrades. Look carefully at the bodies you see strewn on the floor, for one of them may be a Seeker lying in wait for its prey.
Few creatures survive a surprise attack from the Seeker’s fearsome claws, and players who find themselves caught in its beastly flurry of slashing attacks better have a store of medkits handy.
When fired upon, the Seeker often guards itself with its claws, turning them to catch incoming fire. Grown by early infusion of the rarest metals, a Seeker’s claws can deflect most attacks, and the creature just lies in wait for the first chance to rush its prey, and slice into its flesh.
Terrible as its savagery and cunning make it, the Seeker’s true weapon is its tenacity. Unbound by territory and other Scavenger caste limitations, once a Seeker latches on, it will track its target to the very end, be that its own death or its enemy’s. Should a frontal assault prove too difficult to carry out, the Seeker will even retreat, circle back, and attack the player from behind.
While other Scavengers can be circumvented, once a Seeker comes after you only death will stop it. Its unpredictable nature will have you listening to its dry rattle, trying to guess where the next attack will come from. Only quick reflexes and good aim will save you from oblivion.
Big Cousins hold many a record in Dark Matter. To start with, they wield the first ranged attack players have to deal with, in the form of a Scavenger acid projectile that sticks to the surfaces it hits. Even when a Cousin misses, its projectile creates a deadly pool of acid, sizzling in expectation of your unwary foot.
If that’s not enough, Big Cousins fly. Well, float. Their tough, fibrous spongy bodies are inflated with decomposition gases, and they propel themselves gently, quietly through the larger areas of the Endeavour, waiting for lone survivors to land their deadly barrages on.
There is more to Big Cousins than raining death from above as well – they are a mobile healing unit for smaller scavengers, and the presence of a Big Cousin can turn a simple crawler into a self-healing machine of destruction. Take Big Cousins down as fast as you can, because they can turn an insignificant group of tiny crawlers into your next lesson in how to die painfully.
Big Cousins are filled with gas and acid production glands – there isn’t a lot of space left for brains, and enterprising players may find out that the Cousin won’t fire unless it’s at a minimum safe distance from the player. Hounding them into a corner is a good attack strategy, but watch out their irritation colour – they tend to explode when backed into a corner.
In spite of all these thorny sides, players will be happy to run into Cousins, as they are the first and easiest source of Amber in the game. Amber is required to craft all nano ammo and weapon upgrades, and every other amber yielding creature is far more attached to its hide than the slow-witted, floaty Big Cousin.