Humanity as galactic nomads, forced off their planet and pushed to extinction, you must recruit the stalwart remnants of our species scattered across the Milky Way and unite the disparate clans of the human race under the banner to which you choose to lead, and bring them back home safely. A roguelike management game where you travel across the galaxy to build up Humanities migrant fleet and eventually return to earth to take back your world.
The original concept for this came from Tali's Quarian fleet side quest from Mass Effect 2 and I wondered, what if humanity were similar, pushed to the brink of extinction and forced to make the awful decisions pertinent to the survival of ones race, while nomadically travelling through the galaxy in the desperate hope to piece together what remains of your species and eventually return to your home planet for one last fight, regardless of the outcome. I thought there could be so much to this if the player were the one in control of the fleet and forced to make awful (if not inevitably interesting) decisions to keep their fleet alive with the ultimate goal of fighting for their homeland. There was potential for embedded character narratives for the fleet admirals or captains who could each control a different part of humanities resources, one for war, culinary sciences, resource sciences, engineering etc. And if we pushed we could create potential for procedural narratives for crew members who could be assigned to each fleet.
<aside> 📌 Note: these restrictions do not describe what we will never be willing to do, just assumptions that we are willing to take for granted now and that will require a serious, bullet proof justification to be changed in the future. Every time we reach a milestone we will re-evaluate these pillars
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We will design the game with the idea of releasing it on PC.
We want the player to feel like they cannot stay in one place for too long. They are forced to travel with their migrant fleet for survival as they reach the end of their road.
The game needs to have some form of character(s). This is because Caitlin, currently our only artist, is specialized in conceptualizing and drawing characters.
We want to put a sharp focus on the player story and find ways to create emergent narratives through play. That will be one of the defining pillars of our game