In development, already Greenlit
It's real-time, isometric combat where you directly control (WASD+mouse) a single unit over a series of levels set in various parts of a city about to explode in factional violence. Every vehicle has two weapons mounts of varying sizes (you can choose what weapon for each slot) and a defensive ability (smoke, emp, stealth etc), and all vehicles fall under one of three major classes: mech, tank, or anti-grav. Each vehicle class also has heavy, medium, and light variants, so any people should be able to find their sweet spot for handling, armor, and firepower. What vehicles you pick as well as the set of missions you select and how you attempt them also determine the difficulty of a given run.
The cityscape is completely destructible, and all elements in a mission-- enemy units, objective structures, and the environment itself-- have monetary values attached to them. Bounties. All of these combine for your total earnings for a run, which you can then spend to unlock new runs, vehicles, weapons, and defensive abilities.
The Solo Nobre Concern (SNC) wants a very productive colony back under its control, but can't land troops from orbit, with all those orbital guns pointed at them. In order to do this, the SNC issues thousands of Contracts worth lucrative sums in order to destabilize the defenses and infrastructure of the city. You play one of the military personnel in the city that takes up a contract. You're betraying your city, and your planet, for a lot of money and a ticket offworld.
The more levels/objectives you complete, the better the payout. Earn money by completing runs successfully, money can be used to unlock guns, vehicles, defensive abilities. And there are a lot of guns and vehicles. Three playable factions, fifteen playable vehicles per faction. Something for almost everyone, along the axes of firepower, speed, or stealth.A word on unlocking vehicles: we think it stinks that in most games you unlock the most powerful guns etc at the very end of the game, when you are the best at playing the game, which usually just makes the game even easier. We know our game is hard enough to get to play well that we wanted to invert this dynamic. The all-rounders, the more powerful units are available early in the game. As you progress, you unlock the progressively more skill-intensive vehicles. The treadbikes and powersuits, for example, are absolutely the hardest to play well, so we want players to encounter them when they are going to enjoy the challenge, rather than be annoyed at how frustrating they seem (when first starting out).
There are 3 main vehicles classes, with three subclasses:
Mechs: generally power/damage focused. CTRL to crouch, SPACE stomps
Heavy Mechs - devastating stomp attack, good firepower, but quite tall
Light Mechs - decent stomp, faster/lower profile
Powersuits - low profile, crouch actually extends up to peek over buildings
Agravs:generally speed/maneuverability focused. CTRL to toggle high/low hover, SPACE to ground pound
Gravtanks - fixed low hover height, holding CTRL instead locks forward orientation (tank mode)--best of tanks and agravs
Agravs - speed and maneuverability oriented. Front always orients to the reticle, so this is the class to play for circlestrafing/agility players. Pretty steep learning curve
Gravbikes - even smaller, faster. When in low hover, they are fairly low profile. Probably the most fragile of all classes, but also the fastest.
Tanks: generally armor/toughness focused, hold SPACE to bullrush (overdrive speed and trample damage)
Heavy Tanks- exactly what you think. Big guns, tough armor, decent profile. Can soak up a lot of damage.
Light Tanks - Picture Napoleon from Tank Police or of course the tank from Metal Slug. Faster, lower profile, but still a tank.
Treadbikes - Small, fast, lightly armored. With the bullrush speed boost, one of the most fun (and challenging) classes to play as--get in, get out. For the speedfreaks
Every playable vehicle in the game has two mount points and a defensive ability (LMB= gun 1 RMB= gun 2 MMB=defensive) and there are 5 mount types in descending size: heavy, main, auxiliary, turret, small arms. We wanted to make sure each faction had at least one of every single combination of the mount types (eg heavy/heavy, heavy/main, etc), which is how we ended up with 15 playable per faction.
I know some people are thinking "boo, another two-gun game" but it's a very different thing when you can fire both of them at the same time in 3-space (you can overshoot or undershoot targets), as well as operate a defensive ability, and manage your mech's torso facing while moving in an opposite direction. There are also battlefield pick-up guns, which you can either re-assign to a mount, or cannibalize for ammo, or just stock back up from an ammo depot. But be careful, those explode.
- MIRV artillery
- Flechette MG
- Siege Mortar
- Energy Beam
- Flare Gun
- Maser/Microwave Gun