A free-roaming squad based RPG. Focusing on open-ended gameplay features rather than a linear story. Be a trader, a thief, a rebel, a mercenary, a business owner, a doctor, a bandit... the list goes on. Aid or oppose the various factions in the world while striving for the strength and wealth necessary to simply survive in the harsh desert. Purchase and upgrade your own buildings to use as safe fortified havens when things go bad, or use them to start up a business. Train your men up from puny victims to master warriors. Carry your wounded squad mates to safety and get them all home alive.

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The new update revolutionises the games medical system

Posted by captain_deathbeard on Jan 24th, 2014

I had a random moment of genius and came up with this idea to revamp the medical system, I think it improves the combat and game balance pretty nicely.

I've rushed it out already because there are important crash fixes that needed releasing, but I also intend to implement leg damage properly, so you have to crawl if your legs are damaged.

Here are the new rules to the medical system:

  • If a vital bodypart (head/chest/stomach) goes below 0, then it causes a knockout
  • A knockout is based on a timer countdown. The time is a total of all the characters damage, including bloodloss (head counts for double time, limbs count for half)
  • Once this timer counts down to 0, the character can get up again if his vital parts are still above -50
  • Vital bodyparts slowly degenerate when they are below 0 (unless bandaged). So once its below -50, you will die without medical attention.
  • Once a vital bodypart degenerates below the -50 point he will go into a coma and can't wake up until all vitals are above 0 again.
  • If blood goes below 0, he will KO. However once the KO timer runs out and blood goes above 0 and he gets up again, the next KO point for bloodloss will be -25. This allows him to fight a bit more, gets him closer to risk of death, and prevents the "constantly getting up then going down again in one hit" problem.
  • So a character can get up and fight again with, say, -30 chest damage. He will go down again instantly if he is hit in the chest, and it will be worsening the whole time if he doesn't get it bandaged
  • As before if a vital bodypart reaches -100 then it means death
  • If a non vital bodypart (eg an arm) goes below -100 then it will cause slow bloodloss until death. Eventually I will implement severance, so -100 will mean you lose the limb and will need a robotic replacement.

The end result:
After a battle, some characters may die, some may lose limbs, some will go into prolonged comas, others will recover and heal themselves or die later. They never get stuck in a limbo state where they are unconscious forever. Battles are more interesting.

New toughness stat:

  • I said before that you reach a critical point of no return when your health goes below -50. That was a lie, the actual number is based on your toughness and can range from -10 to -80 if you are mega-tough.
  • Toughness stat is increased primarily by getting hurt.
  • Toughness has a huge XP bonus if you are fighting while critically wounded or crippled
  • You earn a huge toughness XP reward if you force your characters to get up and fight again while they are down and "Playing dead" so that the enemy leaves. 'Cus that's a tough thing to do. The bonus is also multiplied by how many of them there are.
  • Affects damage resistance instead of Melee Defence


  • Way more bandits
  • Stats window has more useful information, derived stats and training advice
  • blood recovery rate reduced from 0.5 to 0.3
  • Cannibals use clubs so victims don't die on the way to the cages
  • Cannibals are a little stronger to compensate for using clubs
  • Fixed shopkeepers not coming back to their shops
  • Fixed stats of Sleeveless longcoat
  • Fixed that random crash that was going on
  • Fixed some rare crash on load bug

Environment WIP

Post comment Comments
MiahHman Jan 24 2014, 2:03pm says:

A lot of great stuff going in (and to look forward to) but one of my current pet peeves is backpacks and how they don't appear on females. Is that something that'll be fixed soonish? If not, no worries. Just curious.

+4 votes     reply to comment
SinKing Jan 25 2014, 5:29am says:

Ogre Engine? And here I've been thinking this game is on Unity for over a year. Impressive work, it's really unique! I check out every update, but I'm too lazy to buy the game ^^

Maybe soon. Send me time! throw money!
Good luck!

+1 vote     reply to comment
Guest Jan 30 2014, 5:49am says:

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greekgolum Feb 1 2014, 9:35am says:

i cant save the game pls help me i havent enter the key

+1 vote     reply to comment
DrSalvador Feb 1 2014, 7:33pm replied:

If you bought the game you should have a steam key, use it on there.

+1 vote     reply to comment
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Developer & Publisher
Lo-Fi Games Ltd
Ogre Engine
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Released Oct 28, 2011
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Ogre Engine
Ogre Engine MIT Released Jan 30, 2005