Distant Flux: System Initializing
About the Game
Introduction
In a distant universe, mindless hordes of monsters spew through rifts to invade worlds. The guardian System of the universe has enacted an emergency protocol, allowing people from non-magical universes to remotely pilot combat drones to fight the monsters and close the rifts.
Mission Parameters
Help a new scrapper base survive and grow while clearing a Dystopian tomb world. Should your drone be destroyed, a copy will be respawned with your progression intact, though loss of items and mana may be inevitable.
To facilitate remote drone control, the System provides a mouse-driven text shell to input drone commands across the orthogonal universe connection. Note that due to relativistic phenomena, time effectively stops in the remote universe while the pilot makes decisions.
Details
Explore a hand-designed open world, with diverse biomes, locations, resources, anomalies, treasures, and dangers. Delve into post-apocalyptic magitech ruins, hunting monsters and scavenging materials to boost your faction's base, and absorbing various kinds of mana to fuel your progression.
Do this alone, or join parties from your base that are focused on various missions, such as studying artifacts, collecting scrap, gathering mushrooms, mining, hacking doors, viewing distant zones, or searching for hidden objects.
Earn faction prestige on base while helping research new tech levels, craft item supply, and construct upgrades. Earn System credits killing monsters and completing sector quests. Spend the prestige and credits on gear, consumables, and progression from the faction shop, or purchase room upgrade projects.
Disrupt and exterminate a monster ecosystem that mindlessly attacks anything, including each other. Monsters will grow stronger over time, and will attempt to conquer other monster spawners. While your base starts in a less dangerous sector, it won’t stay that way forever. Close rifts to remove threats and ultimately win.
Blast monsters with missile launchers, laser rifles, submachine guns, and other magitech weapons, or equip powerful catalysts to bolster innate magic spells. The world includes nine magic types plus physical damage, and also includes mechanics such as evasion, flying, accuracy, stamina, over-time status conditions, environments, armor-piercing, calorie burn, stealth, detection, and more. Exploit them all to defeat your enemies.
Subjective time is simultaneous turn-based. Remember that while you’re doing things, the world is doing things too, and assume that whatever you can do, entities in the world can do too.
Note that if you don’t want to compete with the members of your base, you can play in various modes such as Explorer, which removes all allied combat units, making exploring, exploiting, and exterminating entirely up to you.
Features
1 campaign scenario
1 single-world scenario (includes all sectors from the campaign)
4 sectors
20 rifts
21 monster factions, with several types per faction (scout, guardian, ranger, etc), and various abilities and elemental alignments per faction
670 zones
10 combat NPC parties, with 50 members (all of which use items and abilities you can unlock or buy, or help improve)
4 playstyles, and a mix of difficulty settings
18 starting civilian paths to choose from (with more unlocked later)
21 starting combat paths to choose from (with more unlocked later)
6 zone utility paths
6 equipment proficiency paths
9 magic types, with spells for buffs, debuffs, damage, and heals
A host of stats to level, including affinities, attributes, resists, skills, power, pierce, steal, reflect, and proficiencies (many of which have a version per magic type and physical)
51 starting paths in shop (with more unlocked later), that you can mix and match with no limitations
139 starting items in shop (with more unlocked later), including weapons, armor, and accessories
122 starting stat upgrade categories in shop (stats can be upgraded via lore, system, alchemy, infusion, and more)
Perk shop, with unique, build-enabling capabilities
Ability shop
Training stations for stats
A host of persistent food, drink, and jukebox buffs to choose from at the cafeteria
Research projects to increase equipment levels and allow you to upgrade your gear level at the shop
Crafting projects to increase supply level for items in the shop
Construction projects to upgrade room levels and thus unlock more levels of path and stat purchases in shop, or allow more research levels
Extraction and harvest projects to get resources
Refining projects to convert raw materials into useful resources
Infinite stat shop (where each successive purchase gets more expensive)
Party system, in which you join NPC parties, and ride along and support as they explore
Mana-based path leveling system; some paths provide different abilities or stats, depending on the mana you spend leveling them
Hacking and lockpicking
Toggle-able items like jetpacks and force fields
Loot, including artifacts that unlock shop upgrades for everyone, and serums that increase your stats
And more. :)
Design Principles
Gameplay over graphics
I’ve seen too many games sacrifice gameplay to graphics, and I’ve instead focused on creating and refining gameplay mechanics, while developing a text-based interface that’s understandable and easy to use.
An advancing world
As the player acts, so does the world; the world doesn’t wait for player-triggered questlines. The NPCs you'll find aren’t mere scenery, they’re doing world-changing things. You can, for instance, see NPCs advancing projects such as research or crafting as you explore the world.
A hand-designed world
I've enjoyed RPGs with custom, hand-designed worlds more than those with procedural worlds, and so this RPG will also have custom worlds, biomes, lore, monsters, and so forth.
Least-special player mechanics
While the player is somewhat special in the world (being the only remotely-controlled drone), nearly everything the player can do the NPCs can also do. The player can kill monsters, explore the world, study artifacts, and scavenge materials: so can NPCs.
No added RNG
For me, RNG-driven rulesets haven't proven to be enjoyable. This ruleset is thus designed to instead provide a dynamic experience via a massive number of choices and variable-driven deterministic outcomes. If you make the same decisions, you may expect the same results, but there are an immense number of possible decisions, and each can have ripple effects through the world.
For instance, if the same attack crits one time and not another, it’s not because of a dice roll, but because of a variable: the enemy's evasion may have been buffed, or your attack may have experienced accuracy falloff.
Straightforward Rules
In RPGs, I enjoy making progression decisions when I understand the game rules, so, I designed the algorithms controlling variable outcomes to be as simple and understandable as I could.
For instance, damage is determined by subtracting resistance from damage, while armor-piercing subtracts resistance. This is a simple integer operation, but the relevant stats can be collected indefinitely. While a fire elemental may have high fire resists, stack enough fire damage and pierce, and your fire attacks can still overwhelm its defenses.
Finally, if possible, I want the basic rules to be accessible in-game, so that players can make informed, and hopefully fun, decisions.
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