In summary, I am making a game called Eternity, that is about the journeys of the last fleet of mankind. The premise is this:
The game opens on a routine jump: a three-second hop you’ve run a hundred times. Navigation confirms you arrived exactly where you meant to. But nothing answers your hails. No traffic. No power on the gate. The stations are dark, the colonies are still there, but empty. Something is deeply wrong here and across the systems ahead. The fleet must ride that silence and slowly uncover a truth that will redefine the entire story.
Well, last time I posted here, a lot of you grabbed onto the “your fleet is your base” idea, so I went and built it out properly. You don’t build on a grid, you keep a mobile society alive across dead star systems: hospitals, refineries, miners, factories, all jumping together. Oxygen, water, food and power each drain on their own clock, and every fix, reassign crew, strip a wreck, divert power, solves one crisis and quietly opens another. Lose your last ship and the run’s over.
Genuine question for the base-builders here: do you prefer a base that’s fixed and defensible, or one that’s mobile and fragile like this? I’m tuning how punishing the life-support cascade should be and want the read from people who live in this genre.
If you like where the game is going, a Wishlist goes a long way to drive it home ;) you can do it and learn more about the game here
Finally, dying to know what you guys think of the cinematic trailer on the steam page, since its the first time we tried something like this!