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Blackstar: Rise of a Dark Era is a Sci-Fi RPG set in the year 2426 CE. Humanity has expanded their reach to the void, holding several dozen colonies among the stars. But they are not alone... Nearly a dozen other races, dozens of colonies, and terrorist cells wanting to cause chaos are all trials that the United Terran Republic has to face on a (solar) daily basis.
You start the game as a new arrival on a prison planet for crimes you left far in your past. Whether you redeem yourself and save the Republic, or embrace the darkness and usher in an era of chaos, is up to you. Gain the loyalty of a ragtag crew of nine, each with their own ambitions and allegiances, explore the fringes of known space, fight pirates and monsters, and steer the course of humanity's history among the stars...
Inspiration for the game lies in Star Wars: Knights of the Old Republic and the Mass Effect series. The game is being built with modding in mind - paths to a lot of important settings, paths, and information is stored in XSS files - XML Settings files that can be easily edited by users. Dialogue (XDL) and Events (XEV) are also stored in XML files.
Blackstar: Rise of the Dark Era is a Sci-Fi RPG set in 2426, and humanity is a bonafide part of the intergalactic community. Nearly a dozen other races, dozens of colonies, and terrorist cells wanting to cause chaos are all trials that the United Terran Republic has to face on a (solar) daily basis.
You start the game as a new arrival on a prison planet for crimes you left far in your past. Whether you redeem yourself and save the Republic, or embrace the darkness and usher in an era of chaos, is up to you. Gain the loyalty of a ragtag crew of nine, each with their own ambitions and allegiances, explore the fringes of known space, fight pirates and monsters, and steer the course of humanity's history among the stars...
Inspiration for the game lies in Star Wars: Knights of the Old Republic and the Mass Effect series.
Very early. Currently in v1.0.0-alpha, which is as basic as you can get!
No idea. I'm currently aiming for a December 2018 final release, but I'm hoping to be able to enter alpha testing in December of this year or January 2018.
Just me - a C# Programming and 3D Modeller/Animator. For the time being, I can do most of it myself, however in the very near future I would like to expand the team to delegate 3D Modelling and also recruit a 2D Artist for Concept Art, Textures, UI, Promotional Art, etc.
I am developing this game full-time, so 8 hours a day - meaning the game's development is going at a very healthy pace.
Nope. Like I said, I'm a programmer so active development can continue regardless of who else is on the team.
In fact, I will be releasing weekly updates every Sunday/Monday, and will have a countdown on the front page to the next release.
I'm not accepting donations right now. I might open a Patreon or IndieGoGo in the future, but at the moment there is no need for donations. I am NOT going to be selling the Alpha or Beta versions of the game. I repeat, this game will NOT be released in Early Acces - Closed Alpha/Beta will be invitation only and game copies will be provided, and Open Alpha/Beta will be completely free.
I would strongly prefer to pay team members as opposed to simply promising royalties like so many other teams and games do, and since Alpha/Beta will be free I won't be able to generate revenue that way.
Well, thats very ambitious project. Good luck dude, im looking forward to it. Just one question. If its as you say a role-playing, how many classes are there?
Currently, 6 - one for each attribute.
Bounty Hunter - Physique
Mercenary - Vitality
Assassin - Agility
Arms Developer - Intellect
Smuggler - Charisma
Sniper - Perception
The classes also act as backgrounds for your character that will impact the game world. Although most skills and perks will be multiclass - I didn't want to create a fully "classless" game as I feel like it makes sense that somebody with a certain background would be more skilled in certain areas than people of different backgrounds.