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.
We are funded. WE ARE FUNDED! Woot woot!
After months of negotiations and struggle, we finally made it. Looking back to where we started one year ago, it became quite a journey of its own. Thanks to all who have stood by us as we took some wobbly steps. Your support really has helped us reach this point.
We’ve met some publishers and refused bigger and some bloody bold offers along the way. You got to watch out for the creepers out there, that’s for sure. But it wasn’t all bad - we got some surprisingly positive feedback from bigger guys as well and made some friends. So, yeah, we learned one or two things before we finally made it.
Furthermore we started exploring the idea of a 2D sci-fi survival game. 2D was interesting for a moment, but we quickly returned to Proven Lands. After seeing so many survival games released this year (and so many of them failing) there came a point where we started to rethink the stuff we’re doing. And it was great.
So we took the time to think over and to polish the game design. Back to the roots: procedurality, science-fiction and survival mechanics with a few RPG elements. But it wasn’t all about cutting things. We extended two mechanics for instance. For the moment we'd like to keep it to us - hoping that it’s rather unique. We hope it's okay if we don't throw them at you in an unpolished state. Let's just say, Proven Lands isn’t about axes and crashed spaceships anymore. ;)
We also found time to code a new voxel engine. Somehow. We'll see how it goes, due to our team size and because Proven Lands isn’t Minecraft nor Blockscape or EverQuest Next, obviously. But it feels kinda special already.In the end, we are still a tiny team of 3 guys plus a few freelancers, here and there. No extras. But we have a small office, yay. More in our blog and forum soon.
In addition there will be regular video updates from a certain point on with actual in-game stuff because it’s cool. Yep, we will be at a number of conferences next year (hello press!) too. Furthermore we will release in 2015 (TBA). And so on.
Oh, one last thing: If we didn't answer a question lately, write us again, please. We were just too busy handling so many things at the same time. We're here.
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