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Archrebel Tactics
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Archrebel Tactics

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Description

Archrebel is a sci-fi turn-based strategy war game inspired by the classic Rebelstar released back in 1986. In Archrebel, players can control a few dozen of units in a grid-based map, performing actions limited by a classic action-point system similar to the one found in the UFO: Enemy Uknown.

Archrebel is a sci-fi turn-based strategy war game, strongly inspired by the classic Rebelstar released back in 1986. In Archrebel, players can control a few dozen units in a grid-based map, performing actions limited by a classic action-point system similar to the one found in the UFO: Enemy Unknown.

 

The plot:

Seeking prosperity on a newly colonized planet named Kaprical, the player is compelled to fight for survival, engaging in skirmishes against an unexpected totalitarian faction. By gathering followers, looting, purchasing, and capturing powerful droids, the player will eventually assemble a force to repel the intruder that took control of the planet's colonies in secrecy.

Types of missions:

Some of the game's mission objectives include eliminating hostile forces, escaping, destroying, exploring, capturing bases or equipment, and even contacting the orbital trading centers to send in dropships for resupply and rushing to get them before enemies do. Players will, for the most part, decide the order in which to execute missions, each choice adding permanent consequences to the story's plot, which will impact future missions.

Apart from dealing with the invading force, factions will have to face off the planet's native and ferocious wildlife. There are some reports of behemoth-sized creatures that have terrorized some of the colonies.

[A demo will be available before the initial release.]

[Warning! The list of features below is considered a work-in-progress and may change at any time!]

These are the core features planned for the initial release:

Single-player campaign with persistent and multiple-choice progress. Partially procedurally-generated campaign missions. Good old Laser Squad/X-COM action point system. Partially destructible environments. Pixel precision shooting. Ranged and melee combat. Full programmable and procedurally-generated single missions for endless replay value. An inventory system with slot and weight limit control. Optional permadeath (Iron-mode). A reactive morale system able to cause effects like bravery, fear, or panic. A stamina system that controls tiredness and the need for resting. Retro-looking GFX with modern VFX like particles, shaders, and bone-based animations. Skill-based actions for shooting, melee combat, repairing, healing, etc. Level-up system with class selection for specialized perks.

 

Post Release Planned Features:

Many improvements and additional GFX.
Local co-op campaign integration.

Local PVP.

Planned but still uncertain features:

Additional Campaigns.
Campaign Cutscenes.
Online Co-op.
Online Pvp.

MacOS and Linux versions (highly dependent on the game's success).

Wishlist and be part of this project by following me on Twitter, I'm very active there and I respond to everyone.

Categories
  • Strategy
  • Turn-Based Strategy
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