Fallout inspired indie hardcore isometric cRPG SpaceWreck

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Jan 13, 2020
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A new addition to the arsenal: a crowd-control weapon, shockgun. While it deals less damage per hit and uses unpopular ammo, it's a blast when you have a tightly packed group of enemies...

Also, on a side note, you are not the only one anymore that can zero-G-kick people around...
 
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Meet the qtank - a small and deceivingly cute armoured drone on magnetic tracks.

Allegedly the company wanted a friendly security bot because the cambots - deadly metal spiders - were understandably freaking out a lot of people. Hence the name.
Still, don't let the cute looks fool you - qtank does pack a punch. In fact, the drone is equipped with a variation of Horsestopper gun which is specifically designed to knock the target off its feet upon hit.

Of course, engineer characters can obtain this weapon from the wreckage of a downed bot but it is not designed for humans, so there are skill penalties if you decide to use it.
 
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Ironically, space is really precious...in space. That's why the ships, stations - the levels in the game are so cramped, and sometimes hard to navigate.

I think our next update improve things: pixel-perfect selection should make the navigation and interactions easier.

 
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Do you sometimes get frustrated by dice just not rolling your way?

- Introducing *Nominal tablets* in the next update - take one and remove any RNG from your skill checks whatsoever!

(Warning: potential side effects may apply.)



RNG in RPGs is a hot topic - opinions tend to differ. Even Fallouts tried it both ways - originals with dice rolls under the hood and New Vegas with fixed skill gates. In Space Wreck we actually tried both of these approaches - originally fixed gates but eventually refactored everything to dice rolls. The chance distribution is natural - rolls tend to fall mostly around the nominal value. However, there is undoubtedly a certain level of randomness. And that can and does frustrate players from time to time.

To alleviate this feeling, we are adding optional tools to the game. One of them can be seen in the GIF - drugs that remove randomness. In-game, it's a type of medication that removes both anxiety and excitement and dulls your character's senses, so they can perform adequately to their competence. Your character will not come up with unexpected ingenious ideas or find extra strength with an adrenaline rush but, on the other hand, doesn't have to worry about performance anxiety and underperforming. The drawback is that experience is suppressed too as you don't challenge yourself and won't grow.
 
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Coming next update: fix up broken robots.



Hypothetically, if you can find enough R/C controllers (random drop), you could create a small robot army.



And yes, you can repair a broken cambot, use it to destroy another cambot and then fix up that one, and so on. And if any of your bots get broken, you can repair them again.
 

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