« on: December 11, 2014, 04:29:56 PM »
http://www.curious-expedition.com/ $12.00 for Web Browsers across major platforms, non-browser versions still to come.
The roguelike expedition simulation set in the 19th century
Explore
procedurally generated worlds with diverse landscapes and precarious challenges for the ambitious explorer.
Manage
your trek and keep everyone alive. Balance the needed supplies with the desire to carry that precious treasure.
Survive
and defend your trek against wild animals, grotesque creatures, giant crabs and even dinosaurs.
The price for the basic game is 12$ US. There are several special editions available.
Our planned final release of the finished game is July 2015. As usual with game development, this date may shift. We would love to bring a version of the game to touch devices, but this highly depends on the success of the game. The touch version would most likely have to be bought separately.
Processor: 2 GHz
RAM: 1 GB
No video card required
Currently supported browsers are Google Chrome, Mozilla Firefox, Safari and Internet Explorer. These are independent from your operating system, so as long as you use one of these browsers you can play the game under Windows, Linux or Mac.
We can’t guarantee a Steam version at this point, since this in the hands of Valve and the community, but we aim at getting a release on Steam in 2015. If we release on Steam you’ll get a free key if you bought The Curious Expedition during our alpha-access sale.
The game is in an early state, but it is fully playable and already a lot of fun. We’ve been running a closed test for more than 3 months now, and the response from our testers has been very positive. The worlds you’ll be able to explore are created from different landscape types which are mixed together to create various settings. The currently implemented landscapes are grasslands, jungles, swamps, deserts, mountain regions, drylands and fantastic prehistoric regions with sulfur lakes and giant mushroom forests.
To put it in numbers, we think that the game is roughly 50% finished. There is still room to add content such as more locations, items or characters, which we’ll be doing throughout development. Some aspects such as feedback elements and the inventory or trading interface are still in a rough but functional state. Most of the features have been implemented in at least a basic form. There are very few aspects which have not been implemented at all yet.
Probably the biggest missing feature is a dedicated skill-check mechanic. This is most obvious in the current placeholder for the combat gameplay. However, we don’t see combat as a major aspect of our game, so we won’t be adding a mechanic that is solely dedicated to it. Instead we plan to implement something that can be used for combat, but also for other situations such as diplomatic encounters with natives or analyzing ancient inscriptions.
Another big aspect which is only partially implemented yet is the lifetime-career which connects the individual expeditions to a combined campaign. While you can already play a lifetime-career, our plan is to include more features and a more dedicated graphical representation for this aspect of the game. Within a lifetime-career you will be able to carry over things like leveled characters or equipment from one expedition to the other. However, beginning a new lifetime-career means a clean cut in terms of advantages. You unlock new player options though. Besides this, there are various other, small aspects we want to experiment with. Some examples are travelling by rafts, procedural river generation, advanced special powers or taxonomy.
Yes, we will provide a DRM-free offline version, which will be made available in the first quarter of 2015. Even though the first release of The Curious Expedition will run in your web browser, it is not and will never be a free to play game with hidden additional costs. You pay for the game once and will be able to play it, just as in the good old times. If there will be additional payments, it will be through the sale of additional content packs like different themed world packs or explorer types.
First and foremost we want The Curious Expedition out in the open and to have it played by more people. As our player base will increase, we’ll have access to more player feedback, which in turn will help us to tune and balance the many procedural aspects of the game. During our closed playtest we have established an update interval of 2 weeks, which allows us to provide you with impactful (and tested) updates. When playing the browser version you’ll automatically have the most recent version, without a need to manually download and update the game. We’ll provide a detailed overview of the latest changes through a changelog (probably from within the game). There will also be a dedicated forum (or subreddit) for the purpose of voicing ideas and feedback. You can also expect twitch streams.
Another big reason for our alpha-access is that we feel our game fits perfectly to this approach. The game can be replayed over and over. We don’t have a fixed story line, so there is no narrative to be spoiled by having early access. Going from version to version will increase the replayability and deepness more and more.
Our goal for an average full playthrough length is approx. 2 - 3 hours, with every expedition taking no more than 10-30 minutes. We don’t want the game to take forever to finish. Instead, we’ll provide enough content and variety to make replaying an interesting and long-term option. Also, as with traditional roguelikes, you'll die often before ever reaching the end of the game. With each playthrough you’ll unlock new characters and options, and learn to play the game more efficiently. We really like how FTL handled this aspect and are striving for a similar quality.
We hope that we won’t need a rigid difficulty setting but provide or more flexible, self-determined approach. You’ll be awarded with fame for every successfully completed expedition. This fame can be spent on equipment to have better prepared expeditions in the future. However, at the end of your lifetime-career the accumulated amount of fame determines your ranking in the hall of fame. So it’s your choice to spend the fame on equipment to make it easier for you or try to get along with minimal costs if you want to score high in the hall of famous explorers.
Alpha 2 log:
Ada explores the desert! We’re excited to bring our first update to you! Thank you so much for all the feedback to our Alpha 1. A special thanks goes to all the people posting on our forums and pointing out typos and improvements. We’ve made over 230 changes since the last update, so it’s impossible to list them all, but here are some of our favorites..
Content
Added a brand-new desert terrain type
Includes the camel, your friendly but stoic pack animal
New desert villages
New desert treasure location - Grave
Added Ada Lovelace. Famous mathematician and probably the first programmer in the world. We had to stretch our definition of late 19th century a little bit for her, but we had to have her in the game. For this alpha we’re unlocking her by default.
There is a new resting spot for the grasslands: the stone overhang.
Event images are now made up by combining territory, tile and local position information resulting in much bigger variety. In general many of the used images are still placeholders. To show you the level of quality that we are aiming for, we’ve updated the waterfall image to final quality. We’ll continue to move images to final quality from alpha to alpha.
Changed behavior of horn flute - instead of removing it now distracts enemies in a greater radius.
Added a new camp item - allowing you to rest anywhere.
Gameplay
Removed XP. To level up (promote) your units you will have spend region points. Region points are collected by discovering enough locations in a region until it is conquered. There are now also mini bars showing the degree of exploration for every region in the world. This is still not the final UI/gameplay design and we’re iterating on how to represent scientific work in the game. For now we also have disabled the science instruments. They should be back for Alpha 3 or 4, while we try some new ideas.
Events may now involve previously lost team members. “They never come back.”.. or do they?
Indigenous members of your trek might not want to follow you back into the “civilized” world and decide to stay in their lands instead, depending on how you played.
Added a new anthropolgy perk which allows to gain fame by studying the native tribes.
Changed how the bartering (now called “haggle”) skill of the Parsi trader works. Instead of giving a standard bonus you can now select a haggle item from the inventory for a one-time discount when trading.
Locations will no longer be marked with a “?” if there is nothing to do.
Tuned move costs for various field types.
Fire will now destroy villages - so be careful. We also limited how much fire can spread across the land.
Inactive zones now spawn ZZZ particles to make them easier recognizable.
Clicking with CTRL in barter dialogue moves only one item.
Misc
Added confirmation dialogue when closing the game tab while playing.
Mac: Improved mouse handling and mouse scrolling.
Zooming in/out can be triggered via key shortcuts +/-.
We now also support female random names.
Fame can’t become negative anymore.
Bug fixing
Fixed various typos and improved texts.
Fixed being able to access unavailable actions via keyboard.
Improved save game handling.
The golden pyramid tiles were not always placed correctly, causing the pyramide to just be one tile big sometimes.
The capacity of animals was not correctly calculated on level-up resulting in more capacity than we aimed for.
Yet another one aiming big by all indications!
« Last Edit: April 17, 2016, 12:49:36 PM by getter77 »
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Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training