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 with the real mysteries of physics, biology and chemistry, plus tons of (hopefully) reasonable science-fiction, influenced by Star Trek, Don't Starve and Project Zomboid.

In Proven Lands survival is our strongest concept. It starts with a stranded astronaut -- you. You fight hunger, thirst, strange animals, weather and even the nature itself. Give the pre alpha demo a try, attempt to survive for a few days. Right at this moment you’re able to eat everything with your helmet on (for demonstration reasons) but because we aim to be a hard sci-fi game in the future you’ll have to take off your helmet first before you can eat anything. Your initial spacesuit is weak and old. However you’ll need an armored one to survive against stronger animals and armed aliens later on – oh, and you’ll need better weapons than an axe.

As soon as you’ve mastered the first terrain biome (desert), there will be plenty to discover such as steppes, savannah like environments, forests, big rivers, caves and different planet types such as ice or volcano - each filled with tons of items and characters. The AI game master will watch your influence in a region so after some time more intelligent animals, and perhaps even aliens will start to attack you. First off though we start with simple alien villagers and introduce you to a rather basic storyline. And, because it’s a sci-fi survival game, build devices, smaller machines, factories and before you basically upgrade your “camp” to a small one-man outpost -- similar to an advanced camp in Don't Starve, just deeper, bigger, and more sci-fi.

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0 comments by thesetales on Feb 26th, 2015

Hey guys,

I’d like to start with some weekly updates from now on, always on Thursdays.

It’s been some busy weeks, but we’ve achieved our internal February milestone. Yay! An important step for the voxel engine, for the game asset production and for the Unity 4 to Unity 5 update as well. The spirits are high.

We’ve also prepared some new player's building concepts for our 3D artists, which - mark my words - is a time consuming step before it finally goes to production. Every concept needs different perspectives in order to make the 3D artist’s life easier. A nice workflow for the asset pipeline if you work with distant freelancers. But see for yourself below.

Furthermore for the most part I worked on gameplay routines of the game itself. Adding missing parts, reworking other gameplay elements and testing of how it feels compared to the quick gameplay of games like Don’t Starve or Torchlight 2 (like: How is the camera in a cave? How does WASD and mouse-click-movement feel? How does item picking feels?).

A funny moment was when the terrain digging drops something like “dirt” or “iron” resources and then they suddenly started to fly up towards the sky instead of falling down. But this weird bug instantly caused Jeffrey and me to have a great idea about gravity devices, weapons or items. Also: See below.


Right now Jeffrey is re-illustrating the UI, it is something we wanted to do for a long time. Up until now the UI had three different styles over time, so we wanted to reduce it to a number of two with a few simplifications implemented. While the 3D designers work on the new buildings, both of the aliens and the players.

Next Thursday I'll tell you more about how we generate a planet with our fancy voxel engine.

Cheers, Rafael

Post comment Comments  (40 - 50 of 82)
mrf4ncyp4nts
mrf4ncyp4nts Oct 13 2013, 10:18pm says:

I'm so glad to see you all are prioritizing what should be prioritized:
I.imgur.com

+3 votes     reply to comment
thesetales Creator
thesetales Oct 14 2013, 3:44am replied:

haha. good morning. true, at the beginning the graphics were high prio, to make sure that a procedurally generated game like proven lands is possible at all. you know, procedurally generated deserts, forests, canyons, hills, rivers, strange looking stone formations. but now we try to press as much gameplay as possible to the pre pre alpha

+2 votes   reply to comment
farcodev
farcodev Oct 13 2013, 2:38pm says:

Very interesting game, tracking it

+3 votes     reply to comment
thesetales Creator
thesetales Oct 13 2013, 4:39pm replied:

thanks, mate, much appreciated

+2 votes   reply to comment
Upex213
Upex213 Oct 7 2013, 2:30pm says:

I love the style of this game. And judging by the moodles it will have a nice ammount of depth. Please tell me when we will be able to test it, an Alpha would be enough c:

+3 votes     reply to comment
thesetales Creator
thesetales Oct 8 2013, 5:06am replied:

hey, good morning. thank you :) there will be sort of a pre pre alpha in 3-4 weeks for our kickstarter, much like those gameplay/in-game footages, but with moodles/ui

+2 votes   reply to comment
Datamansoon
Datamansoon Oct 5 2013, 9:12pm says:

this and Notrium look exactly alike! wow! well atleast urs will be newer, add more races and starts like Notrium!! I wanna be an alien! or a robot!

+3 votes     reply to comment
thesetales Creator
thesetales Oct 6 2013, 4:16am replied:

just in case you like sci-fi roguelikes, give 3059 a try: People.umass.edu <3

+2 votes   reply to comment
thesetales Creator
thesetales Oct 6 2013, 4:10am replied:

hm hm. notrium was new to me until yesterday. well, like always with comparisons, it's ok but i miss a lot of ideas, which is a good sign, i guess. to be honest, we are more influenced by roguelikes like cataclysm or dungeon crawl, or games like utopia (a few particular game concepts) and project zomboid. but we'll see about androids! (in spring?) :)

+2 votes   reply to comment
SC90
SC90 Oct 5 2013, 2:03pm says:

looks uber, tracking!

+3 votes     reply to comment
thesetales Creator
thesetales Oct 6 2013, 4:14am replied:

hey, thanks! i wish i could give you a badge for it, or a beer ;)

+2 votes   reply to comment
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Proven Lands
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thesetales
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