![]() SOR1 had consistent bi-weekly updates for the duration of its EA period. Then again, that’s what I assumed about the original game, and its EA period was a little over 2 years. That may seem like a large window, but game development is unpredictable! It’s entirely possible that the game will be polished and feature-complete enough at the 1-year mark that I’ll be ready to call it 1.0, after which I’d continue to add content and improvements. My hope is that the EA period will last around 1 to 2.5 years. ![]() EA was extremely beneficial to the development of SOR1, so it makes sense to go that route again. The game will initially release into Early Access. Will the game be Early Access? How will that all work? Any survival elements will be light by default, though I will likely create mutators that factor them more heavily into the gameplay. Or, you might be able to purchase a home or sleep in hotels rather than build your own lodging. For example, you might be able to obtain a number of craftable items by purchasing or stealing them. In keeping with the "play how you want" theme of the original game, it's not necessary to engage with every single system in order to have a successful playthrough. How much emphasis is being placed on the new survival/crafting/building/farming elements? I imagine that mutators could help players to tailor the experience to their liking. But I also want to leave things open for people to spend a lot of time in a playthrough if they want to. One of my initial inspirations for doing an open world game was actually Sid Meier's Pirates, an OG of the genre where the pace is quick, runs are generally under 10 hours (sometimes much less), and repeat playthroughs are all but a certainty. Ideally you should be able to hop in, make some progress and have a few fun/cool/interesting experiences, and leave satisfied. ![]() While "runs" will be significantly longer than in SOR1, I want the game to retain a breezy feel. I liked the short-form game structure of the original. My hope is that SOR2 will not "replace" the original game, but rather it will be different enough that they can coexist and scratch different itches that you may be having. The game also includes a number of other additions, ranging from cars to animals to diagonal walls. Activities that you can engage in are much more varied. Rather than progressing level-to-level and starting you from scratch when you die, the game operates as an open world where your character becomes more powerful in a variety of ways as you progress. How is this game different from the first one?įirst and foremost, the game isn’t so much a rogue-lite as it is a procedurally generated open-world game. At some point later, the game will be released on Xbox, Playstation and Switch consoles. Initially, the game will be released on PC, Mac and Linux. What platforms will the game be released on? The current official release date is “2024”. With this FAQ, I’ll try to consolidate the answers to your most burning Streets of Rogue 2 questions to one location!
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