I’ve been solo developing a singleplayer survival game for about a year and a half. It’s evolved significantly, but I already have a solid concept, many assets and ~20k lines of code.
Conquer a city by eliminating enemy groups, claiming their zones and resources one by one. You will also need to defend your territory from raids in an attempt from enemies to recover lost zones.
The game is a nonlinear sandbox and favors systemic gameplay. You can use stealth, melee combat, firearms, throwables or devices at your advantage. I would describe it as a “tiny open world”. You can visit any zones you want at any point in the game. But the map is supposed to be a procedurally generated compact, ultra dense and vertical city. I prefer this compared to an empty, huge open world.
Because the game occurs in a post apocalyptic world. You can’t get resources in the same way you can in most survival games. In some cases, you’ll need to craft devices to collect rain water and grow your own crops, as there are no animals you can hunt.
I still don’t have a demo or Steam Page, but I hope I can have both ready this year.
I’m aware that the it looks barebones. I’m trying to add systems first and polish later. Most of it is component based and data driven.
For now, this is what the game has:
Character controller.
Inventory system.
Melee combat
Gunplay
Throwables
Building
Status effects
Interactions system
Device system
Controller support
Day/Night cycle
Weather system
Settings system
Stealth mechanics and AI
Save system
Procedural generation system
Work in progress:
Input remapping.
Smarter Combat enemy AI
Localization
Adding more content.
I would really appreciate everyone’s thoughts and suggestions!
I post regularly about the game in my Bluesky account:
I can’t upload large videos here directly, so I’ll be mostly sharing those posts.
The latest updates have been about a reworked traversal system:
I'm redesigning the map from scratch to better suit the new traversal options and other systems.
You can now glide, climb and wall jump. The animations still need some polish, but it's functional.
#gamedev #indiedev #godot
And additions to the stealth mechanics, like dragging bodies and hiding them in containers.
Now you can drag and hide enemies in containers so their teammates won't see them.
The patrol pattern has been improved, allowing enemies to sometimes pick random search points and not just the closest one.
#gamedev #indiedev #godot
I’ve been busy working on the game’s modular kit and the saves system. So far, it’s been quite successful. That means, new screenshots!.
I’m using a tool script that allows me to define overrides for a modular kit piece.
This way, I can have a base mesh and create variations using different materials, frames, pillars, windows, etc.
I can also specify the surface type, so the game plays the correct sound effects, uses the correct decals, particles and handles bullet penetration.
I’m thinking about starting a devlog series explaining each of the game’s systems.
Hey!
I had forgotten to update this thread. I’ve made a lot of progress and it is summarized in the game’s First Devlog Video!
I still don’t have a final name, so I’m open to suggestions.