Sands of Space is old school RPG with turn-based combat and open world. The plot of the game takes a place in the in the not-too-distant future. Active space exploration in progress. Large corporations are colonizing planets with minerals resources instantly turning them into mining towns-colonies. Some of them grow into huge mega-cities, while others become abandoned ‘mines’. The more valuable mining, the higher a military conflict between corporations can be. This is exactly what happened, on the once prosperous Trappist-1 h. It's believed that there was one of the biggest military clashes between corporations, with the latest military technologies and weapons of mass destruction. After destructive bombardment and using of toxic gases in cities and colonies, flared the disease, called – ‘scarlet plague’. It’s not known what the catalyst of the plague was - war or incorrect terraforming.
There only thing we know that the epidemic led to an irreparable genetic mutation and there is no cure yet. The planet was immediately close to the ‘star’ quarantine. Those people who could – escaped, but it wasn’t so much of them.
Artifact hunter's spaceship ‘Nebosvod’ type 1M1, during a long flight, with a valuable cargo on board, crashes on the planet Trappist-1 h. Getting into a closed and cruel world, standing in the ruins of corporate wars, the main character is trying to get out of this trap.
Now I'm working on a vehicle fleet. And this is, I would say, not so easy as I thought.
So, 'Interceptor' model is finished for now! Here, the variations of this model that you can see in the game.
Lil history of this model: Interceptor originally planned as a low-cost car for local security agencies. Fast, with low maintenance and easy to repair. Later, this model was modified for different needs - like taxi. Also this type of car was mafia bosses favorite.
Small fact: all vehicles in S.o.S. are dangerous. Not only vehicles, also all equipment and mechanisms. If you go next to a car then there is a probability that the alarm system will turn on. Then the enemies will notice you. The alarm function on the cars is randomly, so it will be useless to remember. You should think carefully to think through your way if you don't want to be noticed.
Game combat mechanics, basic math and common information
Yet another update about game mechanics - IFS Intoxication/Fatigue/Spirit.
New UI and information about one of the game mechanics - Archetype.
Small update. Working on props such as consoles, street lights and road blocks.
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