Difference between revisions of "Xenomarine"
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|theme = [[List of roguelikes by theme#Science_Fiction|Science Fiction]], [[List of roguelikes by theme#Futuristic|Futuristic]] | |theme = [[List of roguelikes by theme#Science_Fiction|Science Fiction]], [[List of roguelikes by theme#Futuristic|Futuristic]] | ||
|influences = Angband, Warhammer 40k (loosely) | |influences = Angband, Warhammer 40k (loosely) | ||
|released = Jan 5, 2016 (Demo) | |released = Jan 5, 2016 (Demo only) | ||
|updated = May 23, 2016 (v1.6.0) | |updated = May 23, 2016 (v1.6.0) | ||
|licensing = [[Commercial]] | |licensing = [[Commercial]] |
Revision as of 18:48, 5 November 2016
Xenomarine | |
---|---|
Alpha Project | |
Developer | Logophil |
Theme | Science Fiction, Futuristic |
Influences | Angband, Warhammer 40k (loosely) |
Released | Jan 5, 2016 (Demo only) |
Updated | May 23, 2016 (v1.6.0) |
Licensing | Commercial |
P. Language | C# |
Platforms | Windows,Mac,Linux |
Interface | Graphical tiles, Keyboard, Mouse |
Game Length | Long |
Official site of Xenomarine |
A science-fiction and horror themed, graphical roguelike in which you play a space marine exploring a vast alien-infested space station.
Downloads
A Demo (pre-alpha) version can be downloaded here
Description
As a 'Xenomarine' (part of a commando unit tasked with eliminating an alien infestation in a military research station) the player character explores a space station divided into multiple levels. Each level, including the aliens and items to be found, is procedurally generated. Maps include a variety of room types and sizes, each with procedurally generated layouts and contents.
Character development is central to gameplay and strategy, and is item-centric rather than skill-centric. A wide variety of weapons, armor and useable items (including variants with e.g. damage or to hit bonuses) can be found while exploring each level. The player character's icon is updated to reflect the weapons and armor equipped.
There are however a number of skills in the game that can be learned, when the player character has acquired enough experience from killing aliens. Experience can be converted into skills at 'terminals' which must first be located in the level. There are currently 14 basic skills, each with up to 5 skill levels: some allow additional abilities when specific skill level is reached.
The player will also acquire scrap metal and other raw materials, either by finding them directly, or converting unwanted weapons and armor into scrap. This scrap can be used at 'workbenches' to craft weapons, items and armor, and repair and improve armor.
Xenomarine features a wide variety of visually distinct enemy types. Combat mechanics include status effects, area effects and multiple damage types, to which both the player character and aliens have different levels of resistance or vulnerability.
As with all roguelike games, Xenomarine features permadeath.
A distinctive feature of Xenomarine is the way it makes player direction central to gameplay. Changing direction costs a turn, and field of view is limited by the player's direction. Because of this enemy mobs are often first detected by a sound (represented by an acutal sound effect, or log message) rather than by being seen, which fits the sci-fi/horror theme.
Xenomarine has some features that are typical of coffee-break roguelikes. For example, there are no classes or character creation choices on starting a new game.
Xenomarine is in development, and has been updated regularly since the first public release in January 2016. Version 1.3.0 of the Demo introduced a graphical overhaul including 3D lighting effects. Version 1.5.0 included a major graphical update of the user interface. Version 1.6.0 added animation, rebalancing and improved map generation. Version 2.0.0 was released on 23 September 2016 and features 5 new enemy types, large procedurally generated rooms and further improvements to user interface and controls.
The following images illustrate the current version of the game:
Features
Notable:
- Atmospheric 3D lighting and directional field of view
- Intuitive mouse and keyboard interface
- Dual-wielding and weapon-plus-shield.
- Infinite gameplay - levels eventually repeat with harder enemies (Not in Demo)
- Highscore board
General/Common:
- Over 70 individually upgradable weapon types (approx 15 in Demo version)
- Weapon and armour choices reflected in the 'look' of the player character
- Unique useable items such as scanners, stimpacks and directional forcefields.
- Interactable scenery: moveable crates, exploding barrels, functioning doors
- Over 150 visually distinct enemy types (11 in Demo version)
- Multiple damage types and status effects
- Over 60 learnable skill upgrades
- Crafting (basic items can be crafted and armor upgraded with the relevant skills)
- Realistic sound effects
History
The game has been in development since early 2015. A free alpha Demo version was released on 5 Jan 2016 and has been updated regularly since. The current version as at 23 September is 2.0.0.
A full release history is available at the Devlog