Tellurio: Resource automation and Dungeon raiding
An action and resource management game about building a giant factory to provide resources with which you will clear dungeons!
Tellurio: Resource automation and Dungeon raiding
An action and resource management game about building a giant factory to provide resources with which you will clear dungeons!
Tellurio is a dungeon raider combined with the building of a magical factory. You will be defeating monsters in tactical ranged combat, and setting up the automatic creation of supplies such as potions, equipment, and even powerful ability unlocks in your factory.
Tellurio will offer you the best way to combine your interests in creating and maintaining factories and actually having a chance to put the spoils to use! In the beginning you will be manually mining ores and killing simple monsters. But soon you will be automating the collection of resources through magical machines, creating big supply chains to unlock unique skills, explore the world, and face more and more difficult enemies. Before you know it, you will have built a giant magical factory brewing elixirs, repairing magical weapons, and defeating epic monsters in unique battles.
Many games have NPCs who will repair your weapons, sell you potions, or enhance your armour. For Tellurio this is not the case. In Tellurio you have to do this all yourself. How? By creating a factory!
Automation is a big part of Tellurio. In Tellurio you will be creating a factory that automates production of items which help you in your adventures. You will be collecting resources from the land and receiving loot from monsters. These items in their raw form are useless, you need to setup processing to turn these weapons, potions, and more.
Automation is done by placing machines into the world. These machines have fixed shapes, input and output slots. Setting up a miner which ores are transported to a furnace will be easy. As you progress, the amount of items you need to process will increase, the amount of steps to get to your result item will increase, and the machines you have to work with will change in complexity. Creating an efficient factory and managing your resources will get more and more difficult, and rewarding, as the game progresses
Whilst designing the automation in Tellurio, we approached it as a puzzle. So we asked ourselves the question, What makes a puzzle like this fun? The answer came with was "When it's NOT perfect". When machines have a fixed size, and fixed in- and outputs, it prevents you from immediately seeing the "perfect" layout. It will make you want to take time to figure things out, share your findings with friends and the community, and make sure it feels great when you come up with your awesome setup!
In Tellurio combat is done through attacking with a bow and 4 skills. You can pick your skills from a set of 8 skills to suit your personal playstyle. Another element is learning how monsters move and attack to be able to dodge their attacks and defeat them. This is a crucial part of the combat since every hit on you will do considerable damage and learning these patterns will greatly increase your chances at survival and clearing these dungeons. Skill progression is important and as you progress further in the game you will face more challenging enemies. You can tailor your skills to your playstyle, for example your dash skill can either get a lower cooldown, or be stronger.
In Tellurio building up your massive factory and defeating the toughest dungeons go hand in hand. You will not be able to defeat that lava monster without setting up that factory to produce heat resistant potions.
A possible reward for slaying monsters is equipment. This equipment on its own is not strong. Only by setting up the necessary processes in your factory, can you enhance it. This is how we achieve a balance between automation and combat. You won't get to the end by just fighting monsters.
Enhancing of equipment is not the only thing you will have to automate. You will have to place machines and properly chain them together to create potions, upgrades to your skills, and more!
Interconnection of automation, combat, and exploration, will be what makes Tellurio, Tellurio.
A flaw a lot of games have, is that early game items become redundant. You spend time setting up the automatic brewing of that one specific potion, only to never use it again after that single themed dungeon.
In Tellurio we want to give you as much reason to automate everything, so this includes one-off items. We will achieve this by reusing previous items in recipes and challenges to unlock access to new map parts can require previous items. One such challenge could be that a miner needs 3 of that previous tier pickaxe of yours, to dig a tunnel to the new unexplored section of the world.
In Tellurio we want to give the player a place to see all their collected and produced items. The game puts a lot of emphasis on obtaining and producing items to be able to progress, so it is important that players are able to track their progression. The book is also a challenge in itself, giving completionist gamers the goal of filling it out. The book will consist of all obtainable items ranging from simple wood or flowers to magic cores or legendary items. The collection will also feature additional and useful information about the items that you have already found, showing information like stats and where to obtain more.
The Tellurio world will be divided up into large regions. These regions will have natural borders such as rivers or mountain ranges that will prevent you from entering the next region. The player will have to clear dungeons or complete tasks such as collecting items for NPCs, to unlock access to other regions. At the start of the game traversal between these regions will be slow. As the player progresses further into the game, they will unlock means of setting up infrastructure such as train systems and maybe even teleportation. The world uses procedural generation so every playthrough will be unique and every map will be infinite.
The game will have a map so that you can overview the world you are playing in. This map will be minimalistic and details will not be displayed as this will both encourage exploration, and challenge the player to create a mental map of the world. The map expands and reveals more as you explore and visit new regions. Regions vary in biomes, dungeons, resources, and special challenges.
To reduce staleness and make you want to explore the world. We will fill the world with random occurrences, which will surprise and intrigue you to continue exploring. This will for example happen in form of a mysterious lake, haunted house or something else that could make you feel that it is worth checking out. The main goal of this is to make people interested or leave them with questions about the world. These places could also get a you a small reward or just a minor buff for a limited time. This will hopefully keep you very active when roaming around in the world and make you remember certain locations.
What lies in the future for Tellurio? These are some features that we would love to add in the future, but cannot include it within this Kickstarter because of time and budget limitations.
Improved world generation
Often games with a random or procedural generated world look beautiful but don't engage the player enough. On the other hand, hard-crafted game worlds can be more engaging but are more limiting, and can only be played once. We feel that the main reason that hand-crafted worlds tend to feel more interactive, is because stories, objects, terrain, and everything is interconnected. For example, NPCs will talk about things happening nearby. This is rarely done in generated world games. We at CyanEngine, know it is actually possible to generate a world in which entities are interconnected. We will not be implementing a lot of this in the first version of Tellurio, as it is not part of the core game design. But we hope to add it in the future. We want to create a world that feels like stories have been on-going there for a while.
Playing a game you love is great. But playing it with your friends is even better! Making a game multiplayer is a big task, especially for games like Tellurio, where a lot happens at the same time. Implementing this would severely delay the launch date of Tellurio. So we opted to not do it in version one, but make sure to always think about multiplayer whilst developing Tellurio, to make sure we can implement it after releasing it.
We want to give you the options to personalise your character. To achieve this we will allow you to change your appearance through changing things like your skin colour or hair styles. Throughout the game you will find and create more cosmetic items to further customise your character. Cosmetic items will not influence your stats as this could limit your cosmetic choices the further you get into the game.
Whilst designing Tellurio we have, and will keep the following principles in our mind, to ensure we build towards the best end product for you, our players.
- Symbiosis: Tellurio is built around two pillars, automation and combat. These two pillars will be intertwined to the best of our ability. Every step you progress by doing combat will support your ability to improve your factory and automation, and vice versa, every improvement to your automation will allow you to complete dungeons faster, or take on bigger challenges.
- Perfect imperfection: Creating a large factory to suit your adventures shouldn't be easy, and at times feel like a bit of a puzzle. There will be no perfect way of transporting items from A to B and some machines will have their inputs fixed at certain positions. This will challenge you to optimise and perfect your factory set-ups, spend countless hours on improvements, and make you proud of your creations
- Progression: Every step of the way should improve your experience of the game. Every step you take, whether it is combat or automation related, will make you progress in the game. Things you have to do manually at the start of the game, like mining ores, will be made easier, more automated, or more productive with every step on your journey. The difficulty of automation will scale as you progress, the first thing you make might only require two items. But later items will require many items and take more steps with less perfect ratios.
- Engaging grinds: At some point in the game a grind is imminent. You will need more of a certain ore, or need more of that certain drop. We do not believe a grind is a bad thing, as long as it is engaging. For example, instead of having to kill the same boss 20 times to make that item, we will make it so you need to do different things multiple times to reach your goal. Be it a combination of getting resources and defeating mobs or exploring the world and finding rare drops, instead of repeating the same process. We hope to prevent stale and or grindy feeling gameplay.
Automation and combat
As of the launch of this Kickstarter project, we have an idea for how combat and automation, the 2 pillars that define Tellurio's gameplay, should work. These ideas are described above in their respective Combat and Automation sections. Making sure these 2 pillars feel right is of utmost importance. We cannot get these right without a proper, iterative process. For both automation and combat, we will use the same process in parallel. This process will involve a lot of play testing with you, our core audience, followed by tweaking the design based on your feedback, and repeating them until they are right.
Once the automation is done, we will be drafting a progression plan. This plan describes in what order you, the player, will experience the game. For example, will the player have to setup automation to create a better bow before they can beat the dungeon? Or should they defeat the dungeon, so they can create a better bow? It is important to plan this out from the start, so that we can design and balance the game around the experience we would like to create, instead of the experience being what we created. Having the order in which the player will experience the game defined before development, allows us to prioritise, and deliver a playable in-dev demo as soon as possible.
Once the automation and combat are finished, the progression plan is finalized, we will begin the actual development. This means, creating an interesting world, getting the UI done, making sure it looks good, and every other thing that will make Tellurio what Tellurio is supposed to be!
It is important to note that these timeframes are experienced guesses, not promises! 1 week could turn into 2 months, 2 months can sometimes be done in one week.
- Creating play test demo ( 5 weeks): Creating play tests for automation and combat ( 2 separate demos )
- Iterative process ( 2 x 3 weeks ): Getting feedback from the player base, and applying it.
- Writing the progression plan ( 1 week )
- Developing the first 10 minutes of gameplay ( 25 weeks)
- Adding more content for the first public release on Steam ( 20 weeks )
The mood we want to achieve in Tellurio is a machine-like yet magical feeling. We tried to achieve it with the concept of having a simple empty hollow husk that is brought “alive” by magic and maintaining a balance between them. The inspiration for this idea came from the Steampunk genre, but with a little spin on it to achieve our own theme. By replacing the steam in steampunk with magic, it allow for organic forms and movement in our monsters and objects. Doing so will make the monster feel more like a living thing than a rigid object, whilst still rocking a robot-like look. Another thing to help us achieve a good mood were the colours. We chose are very cold dark grey/brown steel colour for the machines to signify the machine-like parts, while mixing in a very light blue colour together with a tint of pink. The colour blue has a very magical feel and really brings forth the magical aspect of the machine cause of its contrast of colours. Furthermore the pink tint will give the object a bit more flair and different feel from time to time.
Tellurio uses a mixed theme of Steampunk and Magic, which in nature are two very opposing themes. In our mind, the magical power functions as a replacement of steam in the Steampunk. We wanted to properly reflect both themes in our trailer background sound. With the help of our talented composer, we managed to introduce both the heavy sound of machinery and the magical sounds of blow instruments into a cohesive piece. We are looking forward to continue working more with Jarome to create an awesome OST using these themes for Tellurio and your enjoyment.
We want to give back to everyone that supports Tellurio. Every pledge tier will include all of the rewards from the previous tiers!
[Not reached yet] If 15.000 euro is reached, we will immediately start the development of Tellurio!
[Not reached yet] If we reach 25.000 euro, we will get more people to work on Tellurio, and make sure we can deliver multiplayer on release!
[Not reached yet] If 40.000 euro is reached, we will have enough money to keep working on Tellurio and provide a big content update after release!
[Not reached yet] If this is somehow reached, we will talk with you, the community, about what you want for this stretch goal
We opted to use Kickstarter for our project for multiple reasons,
- Validate there is a player base We want to know for sure that there are people that actually want to play Tellurio before we spend more time creating it.
- Feedback Through Kickstarter we can easily gather a group of people that are very interested in the Tellurio concept. We can use this group ( you! ) to get instant feedback on new features/ implementation of features and get feedback on which art to use and which not to use during the whole development process.
- Funding We don’t want to work together with a big publisher or investor at the start, as they might not agree with our design principles and/or your feedback, and try to steer the game in the direction that is not right for you, our players.
The idea of Tellurio started back in the summer of 2017 whilst travelling through Kyoto. At first it started as a passion project. Thimo loved games with a clear progression, automation and working towards a goal. Previous games have done automation, but always just automation alone. The results were never applied. This is the gap that Tellurio tries to fill, have a game about automation, but with a purpose. Thimo spent a lot of time building Tellurio, and massively underestimated the amount of time it took. In an attempt to lower the workload, Serei, our artist, joined the Cyan Engine development team. Together we worked on Tellurio for a long time. We noticed we needed to start creating a community, and get funding to continue development on Tellurio. This is the reason we are starting this Kickstarter campaign. We hope to continue development, and provide a game that will satisfy everyone's cravings. During the development of the trailer, we needed someone to help with the audio. This is when we started working together with Jarome, who made the awesome soundtrack for the trailer. This is where we are now, trying to raise funds and a community, to make this project into a success, that we can all enjoy!
With Tellurio we hope to fill a gap in the market for players who like to construct big factories and be able to make use of the created items, instead of just showing a number going up. In light that you, as a player, will feel rewarded in a way that is more than just grinding. We strive to provide a brand new gaming experience, with a lot of longevity through game design, smart world generation, and big updates. We hope to achieve this through following our design principles closely, and taking community feedback into heavy consideration.
We want Tellurio to be a game of which we can be proud, and keep working on!
Thank you for reading this far!
You can help us in more ways than just pledging. Follow our Social Medias and spread word to people around you.
The following platform will keep you updated on latest developments and are a great means for us to connect with you, the community.
For Tellurio we have designated a goal of €15.000,-. This money will all be required for Tellurio’s development, as it is no small project. If this goal is not reached, you will get your whole donation refunded! This is to make sure that if you choose to pledge, you will definitely get something in return! If we don’t reach our goal, then we don’t have the funds to create Tellurio, and if we don’t make Tellurio, you should have your pledge back. Makes sense right?
Risks and challenges
On the Kickstarter page we have been very specific at times. We cannot make the promise that if the Kickstarter goal is reached, we can create and deliver every single thing listed on this page, as we don’t even know if we have made all the right design decisions. The promise we will make, is that we will never deviate from our design principles listed above.
Game development is a serious undertaking, which should not be taken lightly. Before this Kickstarter development on a proof of concept has been done, so we have a good idea of how much work tasks like UI, controls, multiplayer, design, and everything takes. But even with this experience, getting a good estimate of work is difficult. If we discover that we underestimated development costs, we will be looking for additional investments outside of crowd-funding to make sure you get the game you pledged for.
The automation and combat aspect of Tellurio have both been carefully thought out. But it has not been play-tested or confirmed through a proof of concept. This means we might have to keep iterating, until we do get it right. This can potentially become a huge time sink. To decrease to risk of discovering this too late, and being too late in the development process to solve it, we are starting play tests before building the actual game. This way we can discover how everything should work, and get a good base for Tellurio.
Whilst Cyan Engine is a new founded company for the purpose of developing Tellurio, we have talented members on board. Each member of the team has their own set of skills, but the team is small, so we can never cover every expertise aspect. To lower this risk, we will be bringing in external consultants from time to time to fill the gaps in our knowledge. We expect this to be sufficient to provide you a great experience.
- (30 days)