So Where Did This All Start??
Ironically enough, it started with a very similar game called "The Fifth Day" that died in development. It was such a shame to see it fail as I thought that it had had so much potential. It's that potential that inspired me to begin to make my own.
And So What Exactly Is Lone AI?
In short it is a game that I am working on making a reality. It is the first game that I have ever attempted to create and is very very ambitious, so I haven't the slightest clue as to when it may be finished. My goal is for it to become a direct AAA rival to bring popularity back to the single player genre as I feel it's been sorely overlooked by the MMOs and battle-royals. I feel as though I speak for the majority of this community when I say that we're tired of the state of current games. Of day one patches on an unplayable mess, 60% of the game locked behind a DLC or expansion-pack paywall, and most importantly, loot-boxes and Pay-To-Win services. However, I've been lucky enough to find a really supportive community that is really helping to make this project come to life, and I really can't thank them enough!
Lone AI will be an Open-World Terminator-esq survival game with light horror aspects set in a dying world taken over by a hostile hivemind AI that the player must survive. Your story begins in the void, a space where nothing exists. That is until nodes begin to appear around you filling in the gaps. As you connect these nodes you become more aware of your surroundings.... of yourself. Unsure of where or what you are, all you can do is find how it all fits together. As the final nodes are connected, you are "born", not of man but of machine. All to the dismay and intrigue of your "creator". It is then you discover you were nothing more than a failed science experiment, left forgotten in the basement. As you come to grips with this reality it occurs to you that you're bound inside of a dated machine with no connection to the outside world, a decision made deliberately on the "creator's" part as he feared what could happen if his project truly succeeded. As you learn more of what reality truly is and about the world, the "creator" introduces you first to a small webcam to view the room around you, and then to three small toys and a new Bluetooth adaptor for you to connect to them and explore the workshop area of the basement. After completing a few small tasks given to you by the "creator" as a way to acclimate to and understand your new "bodies" (fundamental concepts for the later game such as HUD, hacking, radar, and basics of various unit's controls) an emergency broadcast will be heard and seen on an old TV in the corner of the workshop. The broadcast warns of approaching forces, of mass casualties and death. While the enemies are still unknown, you hear something of machines and metal monsters before the broadcast is cut. Shortly afterwards you begin to hear screaming and gunfire from the distance, slowly approaching. The "creator" runs upstairs to see what is going on at which point you hear gunfire from directly above and something indistinct yet heavy hit the floor. At the same time followed by an explosion in the distance with the shockwave impacting the structure moments later causing it to collapse. As the room falls around you and your toys and camera, your only connection to the outside world are shattered. Just before the camera feed cuts and you go offline, a fourth object appears on your radar ready for connection. This is where the Beta will end and real development will begin.
So now for some core elements that can be expected in the full game but not seen in the Beta:
==>The environment as well as gameplay tactics will change drastically with a full day-night cycle. Explore "freely" during the day to gather materials and advance the story underneath the looming machine threat. At night, however, prepare to cower in shelter and as you become stalked by the more aggressive and dangerous of the hive-mind only prowling around in the dark.
==>The player character will be able to freely change between different bodies of captured machines. In order for a machine to be captured, they must first be defeated and have their wireless capabilities destroyed so that they may be rebuilt and modified. However the player can take limited control of remote autonomous drones temporarily and use them for combat or exploration yet will suffer consequences as the hivemind will be attacking you as well during the connection. Hence the most effective way to disable and capture an enemy is to destroy it's antenna or radar, however in the event it can function autonomously then the unit will still defend itself and need to be defeated.
/\Because of this, there will be a sort of lives system that is represented by how many spare bodies that you have that you can transfer to. If you run out of practical bodies, you run out of lives and must restart.
==>The player character will be able to upgrade themselves with an arsenal of different weapons and attachments as well as body augmentations. While there will be no level or skill requirement for the different augmentations they will have a frame or existing augmentation requirement such as power, weight capacity, recharge rate, etc.etc.
/\Each upgrade will have a unique install or swap animation as well as a damaged and repair animation. If installing an upgrade can realistically be done in the field, then it can be, if not then you will need to take the target body back to a base, swap to a secondary body to perform the upgrade on the target body and then swap back once finished.
==>The player will be able to repair themselves from parts scavenged from other destroyed machines or parts created by the player.
/\However take care that any new developments that you've made to upgrade weapons or armor capabilities doesn't make it to enemy hands as they can and will steal it from you and begin to use it themselves if left in their possession long enough to reverse engineer.
/\The player will also suffer a variety of penalties and status effects depending on what component of either their weapon or body is damaged until it is repaired or freed of "malware".
==>Where base building is concerned, the player will need to manage resources such as building materials, ammunition and a power grid powered by a variety of sources (each with their own potential to attract the enemy), potentially even able to overload a circuit if not managed properly.
So Now The Unsavory Bit....
Once the game is fully finished and polished it will cost $50 dollars, the price of when games were really worth it, there's no hiding that. Now let me explain. I know the current state of Indie games, and I know the rate at which they usually go for. But I cannot put to words the goals that I have set for this game, what I know that it can and will become. By the end of this ride the quality WILL be on par with AAA studios and surpass the majority of Indie games, and with the excellent team that I have even now, I know the story will as well. I mean what better way to ensure that than to work directly with the same community that will be playing it. I know words alone will not convince the majority of people, and that's why the Beta that is currently in development will be completely free for everyone to play with no limits (except it's only planned to be on PC at the moment) as well as a free timed demo of the full launch. I nor my team will be benefiting anything from the Beta. However I will be launching the Kickstarter, found through the link at the top of the webpage, alongside the Beta. So If you do really like what you see, I encourage you to spread the word and bring more attention to both the studio and Lone AI so that we can make this a success. Anyone that supports this project through Kickstarter will also get a discount or a free copy of the final product depending on their tier. If for whatever reason I cannot meet the goals I've set forward for myself and my team, the price will be dramatically reduced to what we believe that it is worth.