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An open-world social simulation of a whole human civilization on Mars. The indie community is amazingly helpful, but you will have to fight by yourself with every single element in your own game – and that takes time! How did you come up with the idea for Repunk? The original idea was much more ambitious.
Truly openworlds populated by procedurally developed content, adaptable game mechanics, and narratives. This includes creating levels, missions, and even entire game worlds. QA, Localization & Producer Jobs: AI automates bug detection and optimization reducing the need for the QA teams of sometimes hundreds.
I completed the main campaign in Redfall ( official site, Steam , also on Game Pass), a 4 player co-op openworld shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. You're fighting not only the privatization of public health but also reckless climate engineering! But not really.
We don’t see this often enough in casual simulation games, but there is a lovely open-world feel to this game. But for this game, they layered in choice – fight enemies to make your character stronger, and avoid ones that are too tough. It’s intuitive and rewarding, without babying the players.
Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since openworld games generally allow backtracking by default.
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