It's like Apple,so Matto and Gato are two different ppl? :O
This helps clear up my main sources of confusion, a lot actually, thank you.What features will actually be in the game?
This is an extremely broad question that I'm not entirely sure how to answer...the game will be a third person, action adventure with role play elements, horror elements and survival elements; the game will feature multiple customizable characters, loadouts, weapons, skills and vehicles; the game will feature both mission and free exploration, following an overarching story regarding the state of the planet you're "stranded" on, with the ultimate goal of escaping said planet by acquiring a ship.
For anything more specific either look at the other point or try to narrow your question a bit more...
How big is the game world actually intended to be?
Matto has created a planetary generation to procedurally create a "moon sized" game world; in order not to have this large world implode the engine (UE4), the world will be subdivide in "tiles" that cannot be traversed seamlessly, but there will be a loading screen similar in concept to MGS3 Portable Ops: View attachment 4453956 , putting all these tiles together will create the game world (think of Helldivers 2 and how the planets are made of various maps that are all distinct while maintaining consistency between them, but instead of having multiple planets you have just one with multiple biomes).
The same system is leveraged for the more complex interior areas and general Point Of Interest (POI) that will be available across the planet.
What game modes will be in it?
The main game mode will be called 'Persistent World', where each major area will feature its own gameplay elements, one of these will be 'Groundzeroes', a free-for-all combat zone where players will take the role of a PMC operator and will have to fight to stay alive while completing specific missions that could turn the game into an Extraction Shooter for one objective, for example. Players can take jobs/operations and each type of jobs/operations will feature different kind of gameplay
A story mode, called Scenarios, is also being discussed, that will feature multiple shorter scenarios with different stories, all part of the same narrative.
When and how will H content be implemented?
Once enough assets and mechanics have been completed to be able to call the game a game, Matto will give the green light to Gato (proper adult artist and partner in crime) and provide assets for the creation of an Adult Module (referred as Adult Mod), this mod will be integrated with the game and will add upon the existing systems, integrating at various level while being optional, to allow the game more mainstream visibility and avoid being banned in certain countries, since Steam is the target release platform.
tldr: when? no official eta/when ready.
How much of that will actually make it into EA, how much is slated for the Full Release and what parts of it are planned as DLC?
EA is EA, and will receive updates on the go, Scenarios will most likely NOT be a part of release, while the adult mod will be released sometimes between EA and release and maintained alongside it.
1. How will player death/loss be handled?This helps clear up my main sources of confusion, a lot actually, thank you.
Beyond that I suppose the only features I'm wondering about in specific would be:
is there an NSFW version of captured by humans?1. How will player death/loss be handled?
Death = fatally wounded (fall damage, explosions, ) = operator loss -> mission failed
Game Over = no more operators left at base
2. Will we always run missions solo, or is there the possibility of forming a squad with some npcs?
Squad operation is not planned atm.
3. Will there be missions or areas with for example, no monsters and only humans, or vice versa, or is it always a mix of the two?
Yes and yes.
4. Will there be a wounded state for injured human enemies, if so, can we do something with that? Say for example choose to spare them, capture them or interogate them?
This has not been explored and is not planned atm, might be a good idea for specific type of missions tho.
5. Is there going to be a captivity system, and if so, how will it be implemented? Thinking mostly in terms of player and/or players allies as captives here.
This is the plan:
If an operator does not die in action due to fall damage or getting hit by an anti-tank gun, the operator enters a wounded state when it hits 0HP, in this state the operator goes MIA. While in this state, if you have the mod, you'll enter a "soft-gameover" state that will pull you out of normal gameplay and start the "escape mission".
If you fail too many times or if you decide to give up, then one of 2 things will happen depending on what captured your operator: you'll either have to pay a ransom (human captors) or a rescue mission will be generated (monster hive, there will be 2 version of the map, one SFW and one definitely not), note that these 2 scenarios will appear directly if you don't have the mod, these scenarios are timed and you'll lose the operator if you take too much time to solve them.
I think the only difference between patreon subs that got the steamkey and non-subs is that patreon subs will already have the game in their library once it is on Steam.Am I got it right? The game will be on Steam, but NO ONE can play it besides Patreon subscribers? Up until full release (or open beta) that's it.
Sorry to be a bother but I do have a few questions of my own:1. How will player death/loss be handled?
Death = fatally wounded (fall damage, explosions, ) = operator loss -> mission failed
Game Over = no more operators left at base
2. Will we always run missions solo, or is there the possibility of forming a squad with some npcs?
Squad operation is not planned atm.
3. Will there be missions or areas with for example, no monsters and only humans, or vice versa, or is it always a mix of the two?
Yes and yes.
4. Will there be a wounded state for injured human enemies, if so, can we do something with that? Say for example choose to spare them, capture them or interogate them?
This has not been explored and is not planned atm, might be a good idea for specific type of missions tho.
5. Is there going to be a captivity system, and if so, how will it be implemented? Thinking mostly in terms of player and/or players allies as captives here.
This is the plan:
If an operator does not die in action due to fall damage or getting hit by an anti-tank gun, the operator enters a wounded state when it hits 0HP, in this state the operator goes MIA. While in this state, if you have the mod, you'll enter a "soft-gameover" state that will pull you out of normal gameplay and start the "escape mission".
If you fail too many times or if you decide to give up, then one of 2 things will happen depending on what captured your operator: you'll either have to pay a ransom (human captors) or a rescue mission will be generated (monster hive, there will be 2 version of the map, one SFW and one definitely not), note that these 2 scenarios will appear directly if you don't have the mod, these scenarios are timed and you'll lose the operator if you take too much time to solve them.
This has been discussed, but for now is not on scope, that type of violence might be limited to monster on human.is there an NSFW version of captured by humans?
No, when the game will hit EA, it will follow a normal EA cycle, allowing people to opt-in earlyAm I got it right? The game will be on Steam, but NO ONE can play it besides Patreon subscribers? Up until full release (or open beta) that's it.
1. Are there actually any enemies other than the current one in the current demo or immediate future.Sorry to be a bother but I do have a few questions of my own:
This has been discussed, but for now is not on scope, that type of violence might be limited to monster on human.
No, when the game will hit EA, it will follow a normal EA cycle, allowing people to opt-in early
1. Are there actually any enemies other than the current one in the current demo or immediate future.
for now there is only one enemy that is used as a testbed for AI and mechanics, it's not even the final design, more will come, no ETA.
2. Is there any plans for grapple-based fuck animations, (or instead of immediately being koed, compatible enemies will fuck the pc immediately.) or will all loss scenes be like the current one in the game.
due to the separation of adult animations and mechs from the main game, this has been proven difficult, the adult animation trigger might not be seamless.
3. Will the pc outfit be breakable in general gameplay or will it be only missing in escape scenario.
as above, it depends on how difficult will be implementing this as a separate module, I'm not confident in giving an answer atm.
Let's just say that I always try to answer questions, if I don't it's because it was already been answered in the previous pages and I can't be bothered to answer at the time...Wow, finally some normal answers to the questions! Thank you for finding the strength to do this despite the negative comments. Your answers sound promising. I wish that everything you have planned will work out! And can you tell me when the early access is planned?
And a special thank you for not abandoning these lost souls on this pirate site! I hope I can join the game community when it comes out on Steam.
ps - sorry for my english
There will be EA on Steam at some point in the future, no releases outside official platforms anymore.will there be playable builds before a full release on steam or nah
I hope this is reconsidered, as monster x human is a fairly niche category and not everyone is into monster x human. Having only that type of pairing for that content not only feels like a waste of potential, but may also significantly limit peoples interest in the final product.This has been discussed, but for now is not on scope, that type of violence might be limited to monster on human.
You might be surprised by this, but from a legal issue standpoint, this specific kind of violence of human x human is more restricted than human x monster...for whatever fucking reason (but if I had to guess it might be because human x monster would be purely and clearly fictional, while not the other)...I hope this is reconsidered, as monster x human is a fairly niche category and not everyone is into monster x human. Having only that type of pairing for that content not only feels like a waste of potential, but may also significantly limit peoples interest in the final product.
To echo Alket, while I only know about the laws where I'm from, anything other than consensual sex (ie: rape) which could be considered "realistic by a reasonable person" would fall foul of porn laws. Anything non-consensual between humans, even if in a video game format, is more likely to fall foul of that than a monster would, since even humanoid mutant monsters are much less realistic than human v human violence.You might be surprised by this, but from a legal issue standpoint, this specific kind of violence of human x human is more restricted than human x monster...for whatever fucking reason (but if I had to guess it might be because human x monster would be purely and clearly fictional, while not the other)...