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Citadel Utopia: Imprisoned within, your only escape is to try anything and everything to break the chains of perfection. The game takes place in a fragmented community that revolves around the influence of Citadel Utopia, a vast clifftop city with a commanding view of its sprawling denizens below. It is here in this mountain ascent that the leadership resides, the one entitled: Citizen Omega. Nor face, nor features could make this title recognizable to the public, as little is known about the identity of its bearer. All that is known is that they are seated at the highest tower of the Citadel, from which point they might gaze upon the distant lands that lie beyond their construct. They are the lands of other peoples, those who see little more of Citadel Utopia than a towering silhouette on the horizon. ----------------------------------------- Concept: Citadel Utopia is a 3rd-person Adventure game with the story set within the confines of social imprisonment. - Gameplay Modes: Single player...

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For those of you Modwatching, we thought we'd give you some news on how things are going. Our concept artist, Q, has started work on the 'citizen' appearance while myself and delEte on the writing team working on the storyline and doing a lot of work on the characters of the story. The

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For those of you Modwatching, we thought we'd give you some news on how things are going.

Our concept artist, Q, has started work on the 'citizen' appearance while myself and delEte on the writing team working on the storyline and doing a lot of work on the characters of the story.

The main change which you may have noticed on the Mod's profile, is that this is no-longer strictly an RPG. That said, it does have certain strong RPG trends. I think the best way to describe Citadel Utopia is as an Adventure game with a huge emphasis on story-telling. It can't strictly be called an RPG because it won't be providing 100+ hours of singleplayer gameplay. That said, we do make longevity one of our biggest priorities, we want to promote the situation whereby the gamer plays through once and is left wanting more, but avoid the situation where there is no more game to give.

I've been working on a thorough design document both for current and prospective team members' benefit. We will be sharing some of it's content on the Forums shortly.

If you haven't already done so, check out the Gameplay Information forum for all the latest tidbits of released info on CU.

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