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Endoria — Sci-fi RPG concept

A topic by rdurica created 54 days ago Views: 212 Replies: 2
Viewing posts 1 to 3
(1 edit)

About me

I’m finally starting to share a project I’ve been thinking about for many years — a calm, story-focused online sci-fi RPG for mobile, built around steady progression and a universe that slowly evolves as you play.

I’ve worked as a backend developer for a long time, so the technical foundation came first.
The backend (auth, users, caching layers, security, API architecture) is already running on my servers and the core structure is stable. This part was natural for me.

Frontend was never my strongest area, but for this game I have a clear vision of the feeling I want to achieve — and step by step, the UI and general flow are starting to match that vision.

My goals

My aim is to create a relaxing, fair and persistent sci-fi experience supported by an immersive story, without the usual pressure found in modern mobile games.
That means absolutely:

  • no microtransactions

  • no buying content with real money

  • no pay-to-win mechanics

  • no ads

  • no energy limits or time gates

  • no systems designed to punish you for taking breaks

  • no artificial grinding to force spending

Instead, I want the game to combine MMO-inspired elements with time-based missions, long-term progression and a story you can slowly uncover at your own pace.
A calm online world where you can grow your fleet, develop talents and explore — without being pushed, rushed or monetized.

What I have right now

At the moment, the following systems are already functional or in a stable prototype state:

  • inventory

  • story & quest packs

  • basic progression / leveling

  • resource logic

  • structure for expanding content

And now I’m exploring how the core gameplay should feel — mainly the direction of combat and how it ties into progression.
In parallel, I’m preparing the talent system and testing different ideas before committing to the final combat mechanics.

What I’m planning next

Long-term, the game is intended to include:

  • PvE missions

  • PvP encounters

  • guilds / group systems

  • professions / ore gathering

  • and more systems that expand the universe over time

I’m building this as a lightweight “idle-MMO inspired” experience.

Why this devlog

This is the first public step. I wanted to share early progress, reveal a small glimpse of the visual direction, and  to help keep myself motivated as development continues.

To be completely honest, I don’t know yet whether this concept will resonate with anyone. So any feedback, thoughts or criticism are very welcome. Even a short comment helps me understand whether this idea has potential .

Early Visuals

These are not final graphics — just working visuals to help define the atmosphere and the tone of the world.


(+1)

Honestly love these type of games. And the graphics look perfect for a "captain working technical" feel.

(1 edit)
Endoria Devlog #2 — Inventory System & Main Quest Flow

This update is all about two pillars that shape the gameplay loop:

  • inventory system (what you own, what you equip, how loot is managed)
  • quest line flow (how the story progresses and how “quests” are structured)

 Everything here is still actively iterating — I’m aiming for a tight, readable not overwhelming UI.

Inventory system

Design goals

  • Fast to read (rarity/slot type/stack size at a glance)
  • Low friction (drag & drop, quick actions, minimal modal spam)
  • Built for future systems (crafting, trading, quests/loot, ship progression)

UX notes (what I’m aiming for)

  • Tooltips on hover/tap: name, rarity, stat lines, requirements, text
  • Rarity borders (common → rare → epic → …) + consistent iconography
  • Safe moves: validation on the backend + immediate UI feedback on failure
  • Sorting/filters (planned): type, rarity, item level, slot type, “new”

Where loot comes from

Inventory ties directly into the progression loop:

  • quest rewards
  • solo expeditions rewards (actualy in progress)
  • shop purchases
  • (later) crafting and world events

Resources (ores & mining)

Alongside “normal loot”, Endoria also has a dedicated layer of “resources” — especially ores you’ll harvest over time and later turn into bars.

What I want from the resources layer:

  • Instantly recognizable: ores should be readable even as small icons in a grid
  • Stackable & clean: resources shouldn’t clutter your inventory UX

How it fits the loop:

  • resources are collected from the world (not only quest reward tables)
  • they’ll feed into progression systems like upgrades/crafting (and more later)
  • the mining/harvesting gameplay is already designed — but I’m not ready to reveal the exact mechanics yet :)

For now i have prepared these types:

 

Quest line flow

Instead of a single endless list of quests, the story is split into “packs” (think chapters/regions/DLCs...). Each pack has its own theme, visuals, and reward profile.

At a high level the flow is:

  1. You pick a ship (your character). 
  2.  You enter the quest terminal / pack selection. 
  3.  You start a quest in a pack (little "dialog"). 
  4.  You complete it and get rewards + progression 
  5. The next quest in the pack becomes available.

Some screens: