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Proven Lands - Hard sci-fi sandbox survival episodic roguelike, on Kickstarter

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Site
Kickstarter (Cancelled)
Greenlight (Greenlit!)
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Kickstarter trailer | Gameplay teaser | Story intro
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Download the pre-alpha demo here
Keep in mind that the pre alpha demo is more a proof of concept, after some months of dev with a super small team. Eat, drink, chop trees, destroy stones and kill enemies. Enjoy an endless procedural terrain with 30+ chunk types (desert biome only yet). Fight hunger, thirst and diseases. The number of crafting and consumption items is limited, as the core engine is/was more important. A real pre alpha.

A SCIENCE FICTION SANDBOX ROGUELIKE
Proven Lands is a unique game about exploration; about being alone and lost in an unknown sci-fi world without super powers or rocket science. Your spaceship crashed on an uncharted planet and it seems that you are the only survivor: you face a hostile desert environment, fear, hunger and thirst alone. You check your dwindling oxygen supply and survey the wreckage of spaceship parts scattered across the region. You are not a scientist, nor a soldier but a simple working class hero or heroine with a rather strange past. In the beginning you don't even know how to use most of the electronic devices that have survived the crash, but you'll learn - and soon be able to craft new ones.

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We are a bunch of independent science fiction freaks. PROVEN LANDS is our dream game. Explore a unique, vast and beautiful science-fiction sandbox roguelike, procedurally generated and studded with an AI storyteller.
We've been working on PROVEN LANDS with a super small team for some months now, creating a game in you become an explorer - not just another sandbox item collector. Packed full with the real mysteries of physics, biology and chemistry, plus tons of (hopefully) reasonable science-fiction, influenced by Star Trek, Don't Starve, Project Zomboid and ASCII Roguelikes.

Starting with a backdrop of endless, procedurally generated terrain, PROVEN LANDS combines 3D, SCIENCE FICTION, SURVIVAL, SANDBOX, ROGUELIKE and RPG elements with an AI-driven META GAME - like a game master - and on top of all that: MODDING!

For Windows Q1 2015, after that OSX and iOS, then Linux and Android. PS4 and Xbox One, depending on our Kickstarter.
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WHAT MAKES PROVEN LANDS UNIQUE?
We think that a lot of science fiction games and movies feel like sailor soaps with pirates and monsters that just happen to be in space. If you know a few things about real black holes or pulsars, you probably get why. Assume the role of an explorer and learn about real science (like about history in Sid Meier's Civilization), within reason for a sci-fi game. Also, in the future drones are far more important than in most sci-fi stories.

Overall said:
Procedurally generated
Endless and seamless procedurally generated terrain with different biomes on different planets. So far we have desert, forest, river, mountain, hill, swamp and lake biomes but we hope to add many more. In addition, the stats and names of plants and creatures will be generated each new game. We removed it as its confuses without a wiki.

Modding
We love mods! PROVEN LANDS was designed with mods in mind, from the get-go. Every planet consists of chunks, chunks consist of modules, and modules consist of items, quests, creatures, aliens, villages etc. etc. Imagine your own fantasy game realised with this engine!

One more hour
Most survival games are not known for chill time: you are a laboratory mouse, always in a rush, starving or defending. So, we're working hard to give you more time for exploration and archaeology, or just for being cool. The goal is to make PROVEN LANDS a game you want to play 'one more hour' even after a tough day.

Expand a lore
For each of the 5 episodes there will be a short illustrated novel by us, Rafael and Jeffrey.
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Mechanics said:
Classes and no super powers
PROVEN LANDS has some RPG elements. Everyone starts as The Forklift Driver with no super powers and a broken heart, and as time goes by new classes unlock: The Medic, The Pilot, The Engineer, The Soldier, The Scientist, and The Android. See stretch goals for new classes.

Moods and ambitions
A mood and trait system makes your character less predictable. A wound left unattended might lead to fever, which could in turn lead to mental instability or death. See demo, as it is already implemented. An unfulfilled Ambition might drive you to depression. Ambitions are quests with a deadline, chosen by you or randomly assigned by the AI meta engine, similar to Crusader Kings 2.

AI meta game
The AI is not only responsible for combat and movement. The AI is the director of your unique story based on custom quests, ambitions and events - like a pen & paper game master. Defend against animal herds, smart alien raiders, slavers and villagers, from time to time. And do not underestimate the Fungus flora!

Combat and noise
Fight wild animals, alien raiders, slavers, or... ? Each item has up to 3 actions. Close and long range weapons. Defense items. Small defense buildings, even vehicles. Some item actions depend on your level of knowledge. Animals engage you on sight, but are also attracted by noise. If you get sick, you see less already.

Alien races and eco system
In PROVEN LANDS aliens participate in a simple eco system. Trade with a tribe or village, if you have something desirable, similar to Don't Starve. Many NPCs have roles to perform in their region. So far, there are 3 intelligent alien races. We don't like to spoil things, but one race is as advanced as humans, the other is at an industrial level and the last is rather mysterious.

Building, housing, farming and eco system
Craft automatic ore mines, water drills, energy and oxygen generators to make your life easier. Give the Food Extractor and Energy Generator a try in the demo. Build farms, attract animals and kill them without flinching. PROVEN LANDS is not a sim, but there is a small eco system, influenced by an older game jam prototype called LOST UTOPIA. Be a modern guy and not another Robinson Crusoe. Building, housing and farming more like Project Zomboid and Don't Starve than Minecraft.

Skills
As we are huge ASCII roguelike fans, PROVEN LANDS comes with permadeath and item-based skill progress. Basic skills like condition, endurance, willpower, strength. Scientific skills like biology, physics, engineering, ehemistry and xeno sciences. And item skills like blunt weapons, laser weapons or drones (depending on your knowledge). Each skill with an own small skill tree. See demo. Yay!

Faction allegiance
Do you like to be the good or the bad guy?

Alien companion
Intelligent and non-intelligent NPC companions. Start with the space cat from your first spaceship.
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Environments said:
Flora and fauna
From grass, berries and mushrooms to Firefly and Fungus trees, to big root things with tentacles and teeth! From cute blue strangers to insects, birds and cow-alikes, from flying predators to epic 30 foot tall quadruped friends!

Weather and biotopes
From rain, dense clouds and sand storms to ion storms and earthquakes, meteorite showers and unique events depending on your current planet type. If you chop down a whole forest the wind might get stronger in that region! If you kill all the animals in a biome, it might have a knock on effect...

Day and night
Sleep is so overrated! At night some animals see and hear better, which makes the night reasonable dangerous. As always, no monsters, no magic just natural behavior.
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Technology said:
Tools, devices and weapons
From a shovel to a scanner, from a navigator to generators and small factories! Aliens have their own devices and tools too. Weapons: from an axe to a laser, to shields, to bombs, to ... you'll see! From close to long range, from savage to advanced and deadly alien creations!

Vehicles
From tamed animals to scientific cars, to octocopters, to... submarines? By the way, check out the underwater stretch goal!

Spaceship, jump gate and space travel
Travel to other planets as soon you've a jump drive or gate. Your spaceship is not a ship, it is more jump gate in the orbit with a few special modules, dictating where your next journey starts. Each jump gate gets useless after a jump. In order to jump to the next planet, talk to aliens and gather resources. This way we keep focussing on the planets. Contacts, the movie?

Items, resources and item modules
From food to wood to stones to water and megalomaniac butterflies. Each item can be analyzed from level 1 to 3. See demo. Item dependencies will be rearranged each new game, within reason. Activate the scanner to add new items to your knowledge database.

Archaeology and technology
Explore uncharted regions, unknown items and creatures, lost civilizations and artefacts. Your character progresses not only through skills, but through item and artefact knowledge. You do not develop revolutionary physics after a few nights, instead, you gather knowledge in order to become a specialist. Dismantle alien devices for undiscovered resources! See ASCII roguelikes as Dungeon Crawl or Cataclysm.

Outposts and camps
You're not a camper with a huge bagpack. An outpost is for the long-term, with generators and storage. This is whEre your pets, friends and allies are and will meet you. A camp is a camp fire or tent in the desert. This makes it a little different to many survival games. But, you are able to move your outpost any time, just keep in mind that you probably need a few vehicles to do so.

Airlock and natural organism
Thirst, hunger, insanity, oxygen deprivation and energy consumption. On some planets you need an airlock to eat, drink and survive. Check out the demo for this!

Power supply
Sci-fi devices depend on energy. You'll need a power source if you've an oxygen generator or ore mine.

Spaceship artefacts
Sometimes you'll find useful spaceship parts scattered around the planet.

Crafting
Analyze your environment and craft new items, tools and weapons. Alter old weapons, based on a simple module system (like Alpha Centauri). Each item, weapon, tool, vehicle, drone and building has 7 modules: a base module (type) plus 6 extra modules. Extra modules for armor, power cells, shielding, special abilities, incredients or decoration. For instance, a potion: food base + strawberries + water; or a knife: tool base + short steel blade; or a bio scanner: tool chassis + biology level 1 scanner; or a M1 Abrams tank with a scanner: car base + kevlar-uranium armor + smoothbore gun + turbine engine + bio lvl 1 scanner. ;) Aliens craft items depending on the planet's resources. Dismantle alien items to discover new modules and tech. In this way we might end up with 10k combinations (similar to Skyrim's recipe system)!

Stretch Goals said:

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Olli128

Member
There's almost no chance they'll be able to create all that content for half a million, in a reasonable time frame. Looks interesting but no way am I backing it.
 

gnomed

Member
Gameplay teaser looks like what I imagined when I heard the 3D and Metroid together, without the RPGness.
 

Moobabe

Member
Already a few backers - I really hope they make this. I've checked out the demo and yeah, it's got a lot of potential. The character movement is a little unresponsive and it's still very clearly a WIP but I've got hope.
 

charsace

Member
There's almost no chance they'll be able to create all that content for half a million, in a reasonable time frame. Looks interesting but no way am I backing it.

They look to be already halfway or more there. They have procedural systems running from what the video shows. It would be different if they didn't show any of that.
 
You can download and play an early pre-alpha build of the game right now. It's obviously lacking in polish and even core gameplay mechanics, and as far as I can tell you can't craft anything useful besides bread and water, but the foundation seems to be there.
 

Moobabe

Member
You can download and play an early pre-alpha build of the game right now. It's obviously lacking in polish and even core gameplay mechanics, and as far as I can tell you can't craft anything useful besides bread and water, but the foundation seems to be there.

You can craft a few items actually - if you put items into the different crafting "options" (for want of a better word)

I don't like the character movement much at all as it stands though, a little sluggish but I'd imagine an easy fix.
 

enzo_gt

tagged by Blackace
Yikes, for a alpha gameplay trailer that looked pretty awful, even in terms of how they're approaching combat and general interaction with the world. I certainly hope that's not representative at all of what it's going to be like to play. It was like a montage of jank and unfun variations of those things in other games.
 
Added the Greenlight link

Yikes, for a alpha gameplay trailer that looked pretty awful, even in terms of how they're approaching combat and general interaction with the world. I certainly hope that's not representative at all of what it's going to be like to play. It was like a montage of jank and unfun variations of those things in other games.
The gameplay teaser or the Kickstarter trailer?
 
Gameplay teaser linked in OP.
Added the Kickstarter trailer, shows a lot more gameplay and mechanics

I do agree that the animations are pretty janky and unpolished at the moment, especially in combat, but it is still in development. I'm sure they'll be improved
 
I need to try my hand on these survival style games, good thing there's a demo and my laptop is working now so I can check it out.
 
Well, it has a shot, but this is going to have to get a pretty massive surge of coverage and whatnot---nobody can say these folks are lacking in ambition, that much is for certain even at the funding target and what their ideas off the top are for stretch goals.

Still, I reckon the March/April period in general is going to see more "big" Kickstarters alongside this one---so I guess it is just a matter of which ones can come out on top.
 
For those wondering about the high funding goal. the dev discusses that on the KS page

Why 299k? We've been thinking about the goal for a long time now. We'd like to be honest and keep our word. 299k sounds a lot for a single person, but not for a team, for 12 months. If you subtract 5-10% for Kickstarter, 20% for taxes, as well as social security and other costs, then you have approx. 150k for 12 months, which breaks down to 12.5k per month, for a whole project. We need a few more friends here, and it costs money.

Is your goal too high? Is it too low?
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Oh, those are good questions. As mentioned in the project description, we’ve been thinking about the goal for months now. We choose an honest budget. It was not an easy decision to make. You know how it feels — compared to campaigns with a small budget that get funded with 1000%. Or compared to projects which get funded with £1.8m (approx. $3m) and then still are greedy, boom! 2D games in particular, for some reason.

According to Kickstarter the average successful campaign funding is £10,547.48 (approx. $17,549.88). Games as Kingdom Come Deliverance cost £1.2-1.8m (approx. $2-3m) and more, and then they ask for £300k (approx. $499) which turns out to be £1m (approx. $1.7m) in the end. We are backers too, with our private accounts. We think, Kickstarter did changed a bit within the last year, didn’t it?

Our goal, £299k (approx. $460k), minus Kickstarter fees, taxes, social security and other business costs, equals to approx. £150k (approx. $231k), which breaks down to just £12.5k (approx. $19.2k) per month for 12 months and a whole team. Yes, with a 3D procedural game such as Proven Lands we have some advantages compared to non-procedural games, but this comes for a price: the technical side is far more complex. Lighting, texturing, AI and generation in particular. This is perhaps the reason why AAA companies prefer static level design and tech. Well, take a look at our early demo.

We do not expect to get rich here – no fancy cars, no super computers. The majority of our team has worked for very little money, some did not get paid at all and have lived from their savings, tbh. Is our goal too low? Well, it is ok and we are confident that we can make it! But, the opera ain't over until the fat lady sings, right? :D You never know. We will see soon.
 

Omega

Banned
Well, they certainly hit on every Kickstarter buzzword with that description.

First thing that popped into my head. Reading the title, I honestly thought it was a parody game or something

Although it's missing "Dark Souls of Metroidvanias"

It would get 405 million dollars if it combined those two buzzwords
 
First thing that popped into my head. Reading the title, I honestly thought it was a parody game or something

Although it's missing "Dark Souls of Metroidvanias"

It would get 405 million dollars if it combined those two buzzwords
Well that's what it is right?
Hard sci-fi (as in realistic science fiction) sandbox survival roguelike, in an episodic format

Not exactly buzzwords, the developer's been describing the game like that for months
 
Looks/sounds pretty cool. The only thing that doesn't look so hot at the moment is the combat. I assume they'd clean that up down the line though.
 

JDSN

Banned
Describing games using proper terms without directly referencing other game title= OMG BUZZWORDS LOL SO GENERIC
 

Nome

Member
You're named after the real-life Teruo Nakamura - a soldier of the Japanese Imperial Army who did not surrender until 1974, for an exciting reason.
Not supporting for this reason alone.
 

JDSN

Banned
As a huge roguelike fan who spent eight hours playing one yesterday for the love of god will indie devs stop putting roguelike features into every game?

It the mechanic fully integrated in the game?
Does it adds up to the game?

You are not really a roguelike fan if you are asking for devs to stop building games around it.
 

Omega

Banned
Describing games using proper terms without directly referencing other game title= OMG BUZZWORDS LOL SO GENERIC

No, but when you use 34 different terms to describe your game, there's a problem.

Most games are just sci-fi shooters, fantasy RPGs. etc.

Not Roguelike episodic seasonal sci-fi fantasy open world sandbox atmospheric third person action rpg with light strategy and shooting mechanics
 
Well, they certainly hit on every Kickstarter buzzword with that description.

Saved me a post

Honestly, it does look and sound interesting. Sadly, I'd have to see something more polished to jump on another Kickstarter right now, but if it ends up delivering I might pick it up.

Not supporting for this reason alone.

Lol, well, I guess it makes sense in a way, but it's a pretty weird inclusion for sure.
 

Pie and Beans

Look for me on the local news, I'll be the guy arrested for trying to burn down a Nintendo exec's house.
Art design looks great!
Gameplay design looks like they have no idea what they're doing and just throwing things into an environment and hoping thats a game.
 
I don't understand how it's going to be both a roguelike and episodic - they are completely opposite approaches to game design. I guess each episode will be a new location map to survive in, sorta like Spelunky's zones? The amount of episodes will then define the arbitrary end of the game.

Unfortunately it's not piquing my interest.
 
Art design looks great!
Gameplay design looks like they have no idea what they're doing and just throwing things into an environment and hoping thats a game.

Agree, but it's more of a proof of concept.

The fact that it looks so sloppy though is undoubtedly part of why I'm waiting to see if this happens and then turns out well, and maybe buying later.
 
I backed it, but really think that the scope of this project needs a more traditional publisher. I foresee them running out of money, reducing the scope of the game, and then never releasing any of the other episodes.
 
Once again, almost all of these mechanics will end up half-baked without a far bigger budget and development period. Nothing's amiss with wanting all these features, but it'll be a disappointment if they remain more like schema than something I can really play.

People should try to replicate small parts of the Traveller RPS experience first, preferably by simulating all the mechanics of operating a scout ship somewhere in the Spinward Marches.
 

kidko

Member
This looks great, backed it just to support this kind of thing being made. Reasonable amount of hype has been registered.
 

Lotto

Member
Digging the look of this, albeit it seems a bit too ambitious for it's own good. That's a long list of features for a team this size and I'm not really familiar with the developers (only from their short bios on the KS page). Hmmm.
 
Developer plan if KS fails:
Obviously our goal is a bit too high. I am enough of a backer myself to know how it feels to some people to back a rather strangly progressing campaign. So, let’s do this:

If we don’t reach 25% of our goal until the 31st March, 2014 (exactly in 2 weeks), then we’ll cancel our Kickstarter campaign to probably launch a Humble Store instead.

I’d really like to hear your guys opinion about this as well. I’ll make a survey soon regarding all the mentioned stuff, OK? I think we need to be honest. Please, share and tell your friends about us.

Another thing I’d like to mention is that a big publisher made an offer and we’re in talks with them again. You may be wondering what this means exactly? To be honest: Nothing so far. I think it’s just great news I’d like to share with you guys. It feels good. Tough days, tbh.

So, what If we fail? I like Proven Lands, I really do. I think I’m not the only one missing such a game for years already. Its features, the mood, the atmosphere. It’s not just Don’t Starve in space. And I know that a certain big publisher thinks the same. I’m only guessing but even you guys might feel the same about it. ;) I like the guys behind the Humble Store a lot. So, if we fail we would cut some of the features to make it more reasonable, and do the Humble perhaps. Our Kickstarter goal is for an optimal team of 8-10 guys - for 12 months. Without funding I’d would work on it for free, Jeffrey would work part time on it. Extra preorder revenue would go directly to additional artists and coders, same as before. So no matter what, we’ll do Proven Lands one way or another. The only difference: A bit slower than planned.

Video of new terrain engine
very first footage without terraforming - but with strange caves instead. I wish I had more time. What it means for the game: Digging, terraforming, caves, flying isles and strange landscape formations.
 
The Kickstarter was cancelled. Devs are considering new options, most likely involving Humble and Steam
Another interesting thing is that we have a few publisher offers on the table and a Humble store waiting to be launched – I actually like the guys and the idea behind Humble Store a lot. We did great on Steam Greenlight (greenlit within a few days!). So, we’ll move forward, one way or another. I’m making the feature list more reasonable for a smaller dev team. It is just important now to slow down a bit in order to make the right decision. There are some good news already.
 
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