Spy DNA is a tactical squad RPG that combines turn-based game mechanics with realistic combat simulation.
Spy DNA is a tactical squad RPG that combines turn-based game mechanics with realistic combat simulation.
The game plays about 70 years in the future, and the player controls a squad of genetically-enhanced superspies with unique talents.
When the genetic enhancement research is stolen from the lab, it is your character's task to recover it and prevent a rogue nation from creating an army of super-soldiers. In the course of the game, you will face a variety of baddies, such as endangered animal traffickers, unethical researchers, and rogue military organizations.
What’s in the demo:
- Character creation
- Player base
- Basic tutorial
- Five missions
- Five playable characters
- Four look options for your commander
- Shooting range to try the various weapons in the game
The missions represent a mix of easy to advanced missions. Most take place on generated maps. Also included is one mission from the early part of the story line.
We encourage players to check out the world. Talk to the various NPCs at the base and then try out the dialog and combat in actual missions.
Different than most games but working as intended
High powered weapons will shoot through things. We will likely add an achievement for “one bullet, two kills”
Spotting ranges are long. We are still tuning this but we fully intend engagement ranges to be much longer than is typical in games.
Carrying heavy things slow characters down. Movement speed is a smooth function of the weight you carry. Every pound will slow you down some.
Walk speed graph
Jog speed graph
Sprint speed graph
In the game but not part of the demo
- Character progression
- Random seed generation for missions
- Equipment selection for missions (in the demo each uniform and character combination has a default loadout)
- The main story arc
- Breach and clear training at the base
- Melee training area at the base
- Adjustable difficulty (in the demo, we indicate each mission difficulty in its title)
Known issues
- Some animations are missing. This will cause some actions to complete faster than they should.
- Movement animations are not using root motion
- Characters sometimes will not turn towards a target before shooting.
- Characters are sometimes shown shooting from the hip. The internal logic is tracking the stance correctly, so this is purely cosmetic.
- Currently there is no provision for moving equipment between characters.
- The aim time adjustment is too fast near full aim time
- Penalties for attacking moving targets are not implemented
- Outfit selection for missions is not enforced. We left this out for the demo so players could see the effect of different uniforms.
- Grouped movement is not yet implemented
- Recoil should walk the aim rather than scatter it.
- When selecting a character uniform, the wrong texture LOD is often shown (blurry)
- The status screen isn’t 100% accurate in its placement of shot markers. This is due to the 2D display of a 3D object. We will move to a 3D model in the future to fix this problem.