Scorched Metal is an Action RPG with a focus on destructible and interactive environments. The isometric view and simple interface sit atop a deep game full of items to collect, weapons to fire, NPCs to converse with and enemies to vanquish. NPCs will live their own lives independent of your movements and carry out day to day tasks while the deep story-line progresses.
Combat is party based and real-time, but pause-able so commands can be issued to party members when things get hectic.
The vision for Scorched Metal is a universe that feels limitless and alive, where every inch can be explored, beds moved, NPCs interacted with, furniture and walls destroyed in combat, ships flown (indeed!) and as much coolness as we can shoehorn in. To accommodate this rich world we are focusing on immersion and game play rather than looks and effects - I come from a gaming era where Countdown to doomsday and Megatraveller were the gold standard for sci-fi RPGs and Ultima set the bar for interactivity.
With a new year well under way (almost half-way!) and zero updates since 2016, I thought it was time for an update.
2017 was a great year for Alpha Rising, many core features were added (see below), most important of which was Save and Load. Being a big complicated game where almost everything can change/move/be destroyed/picked up/killed, Save/Load was always going to be a big job for a single developer to tackle, and so it transpired. From July 2017 until today (with a long break from November 2017 until April 2018), saving and loading is primarily what I have been working on. The good news is I am almost done, almost. I just need to finish the code that handles loading the state of previously visited scenes (so things remain the way you left them). Following this I'm planning to release another public alpha, possibly within the next month. Til then, ciao. -- gavor
New Features (since Nov 2016)
And finally, a tiny video that highlights the dangers of travelling with party members who are idiots.
Scorched Metal has made steady progress over the last two months with many new features added and a lot of clean up carried out. Everything is finally...
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September 2018 early alpha demo. This includes many many updates since the last alpha demo back in 2016.
First public release demo. This release is obviously not a reflection of what the finished game might be and only shows where things are at this point.
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