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Much like a hero is only as good as his weapon (rule #15), a developer is only as good as his tools. So when we switched to Unreal, our main concern was whether or not we'd be able to find our way around the 'blueprints' (Unreal's visual scripting system). We started with Unreal 4.14 and several... Read more...
You know what to expect (more or less) from the character, combat, and dialogue systems. A proper stealth system is something new, which means there are many exciting ways to screw it up. So let's take a look at the rough "on paper" concept and get some feedback. Keep in mind that The New World... Read more...
As mentioned in the previous updates, the gadgets and grenades will be used extensively, so let’s take an early look to gather feedback and suggestions. Originally we planned to go with 10-12 gadgets but after some considerations we turned some gadgets into grenades and stimulants (i.e. turned... Read more...
A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds “the end justifies the means” pressure. Let’s take a look at the various factions and... Read more...
Our long-term project is a colony ship RPG inspired by Heinlein’s Orphans of the Sky. We want this game to feel and play differently from AoD. The core design (turn-based, choices & consequences, non-linear, text-heavy) would remain the same. Character System Expect the same 6 stats (Str, Dex,... Read more...