WHO: Dodo Games
WHAT: A Russian developer is starting to collect funds amounting to $100,000 for an adventure/quest ARPG, Divine Space, for many platforms, from iPads and Android to PC, Mac and Linux.
WHERE: Moscow, Russia
WHEN: Wednesday, October 10, 2012
DETAILS: The Russian studio, Dodo Games, is proud to announce that its adventure/quest ARPG, Divine Space, will be launched at Kickstarter on 10 October 2012. The campaign will continue for 45 days; the end date is 23 November 2012.
Media assets available at:
Concept-arts - http://divinespace.org/gallery/concept-art-2
Screenshots - http://divinespace.org/gallery/screenshots
Game website: http://divinespace.org
Contact: for questions or interviews, please contact firstname.lastname@example.org
Further information About Divine Space
Dodo Games producer and project lead - Anti A. Danilevski describes Divine Space as a “unique sci-fi space game that currently has no analogues due to its genre and style”.
DIVINE SPACE is a science fiction space game in the adventure/quest style + ARPG. The game is produced in 3D from the third-person point of view, free camera, casual click-n-go controls and arcade action in real time.
In contrast to many other games, the genre of Divine Space is hard sci-fi. The situation in the game world is modeled in such a way that it probably will actually come to pass in the future; we were able to achieve this by carefully studying modern trends and communicating with scientists and futurologists. Divine Space is not just entertainment, but a useful, educational pastime that will graphically show gamers the real universe in which we live. The game combines the adventuresome spirit of such splendid games as Star Control and Homeworld, the casualness of Space Rangers and Dark Orbit, and the beauty of Eve, while at the same time being a completely independent, new project.
Key features of the game:
ñ Simple, casual controls, not requiring any gaming skills;
ñ A universe created according to real astronomical data: the stars have their real names, positions, colors, and parameters;
ñ Simple and casual construction of ships from parts;
ñ The game is built in the genre of hard science fiction;
ñ ??? title for the iPad and Android platforms;
ñ Thanks to the genre chosen and the style of the game, 3D implementation, and the methods of control, at present there are no analogs among space games on any platforms;
ñ It includes many other types of activities – battles, grinding, trading, exploration, engaging in quests, building and fitting out ships, making tactical and strategic decisions, diplomacy, and group relationships.
The mission of the team is to create a game that’s totally up-to-date, raising the fundamental moral and ethical questions of humanity: should people be free or do they need to be controlled? Should humanity be independent or should life be in a world of limitations created for the greater good? Is that a good thing for civilization? And, in spite of the seriousness of these questions, the most important task of the developers is to make an entertaining, gripping gameplay and a beautiful game universe that is interesting and delightful to move through.
An educational, developing, and formative game— that’s the team’s third goal, but not the least important one. This doesn’t just show the stars; it also teaches about their types and spectral classes, types of planets, and possible temperatures of planets around various stars and at various distances. In dialogs some characters will tell about this or that scientific or technical feature or will tell a story, giving a better understanding of what space is, and radiation, and solar wind. What kinds of asteroids are in space, what kinds of resources can be extracted and why they might be needed... and much more. Going through the game, people will not only imperceptibly learn natural science but will also become aware of various political and social mechanisms that exist in our society.
The theme of the game develops in a deeply thought-out game world, the roots of which stretch through our own time, technology, and politics. The characters have their own personalities, stories, goals, desires, and worldviews. The gamer will run across turns of the theme not seen before, which will surprise even inveterate fantasy fans. An intentionally ordinary opening, classic for the genre, will lead to a completely unpredictable finale and will give gamers reason to think about the universe and our role in it. Each will answer for himself or herself what is good and what is evil... and one thing completely certain is that the answers will be completely different.
The next step after versions for iOS and Android is versions planned for PC, Mac, and probably Linux. A multiplayer online version (browser + client) is planned for later, for which a number of unusual things have been thought up—from joint (clan) construction of space bases to exploration and colonization of planets.
The design of the project was worked out in the fall of 2011 and by the end of 2011 experiments and play-tests were conducted to test the viability of the idea and the demand for it. Based on the results, it was decided to start with a small single version for iPad and Android.
By the summer of 2012 prototyping and development of the structure were conducted, as well as creation of a playable alpha-version. In August, 2012 the prototype was finished, and the most complex stage of development was also completed—setting up the game universe with real astronomical data with a number of stars and systems.
In September, 2012, when all requirements had been met, full-power development and refactoring of the prototype was begun, in the process of which the prototype will be converted into a quality product with high optimization, essential for satisfactory operation on mobile devices.
In order to get the project done faster, better, and bigger, the team needs additional funds so as to increase the staff of associates and to fill out the game universe with additional art. With this goal the team has carefully prepared a design for Kickstarter.com, setting the lowest possible bar for completing the project in the planned volume.