Posted September 21, 2022 by Periapsis Studios
#Economy #Alpha
Hello all, and welcome to our first devlog!
I might've finally found the secret to not burning out, but that remains to be confirmed.
Today, I want to present to you the main feature of the game - economy! The game will at the beginning be split into 4 difficulties: Easy, Normal, Hard and Sandbox. Currently the impact on the economy is by multiplying the module cost by the difficulty, where easy corresponds to 1, normal to 2, hard to 3 and sandbox to 0. The plan is to have contracts, which will be generated with a type, after a random interval between 2 and 5 minutes. Yes, you guessed correctly, it will be a time-based game. But not an idle game, that would ruin the original idea.
It wouldn't be fun if you clicked a contract and it would be immediately completed, nor would it be if you had to wait an hour before that critical contract you just accepted was done. That's why I'm taking the same approach as most RTS and tycoon games - speeding up time. This will allow us to have contracts take some time, yet not take your whole life to complete. There will of course be some time taken for balancing after 0.1 release, but we hope that critical feedback from you will do the job in finding the right balance.
Currently contracts are still W.I.P., but should be done soon, and after that, work will start on the tech tree and science.