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Nowhere Prophet is a roguelike deck-building game. I've started work on it in may last year. Initially building a number of increasingly complex prototypes and then, once I knew I had an engaging core experience, I set about laying out the rest of the game. Luckily I managed to snag some public funding to support us and then starting this year we've started full development, adding a few extra hands to help with all the work. We're hoping to release mid next year, but there's still a good stretch of work ahead of us. I'm going to go into a bit more depth on this in the next couple of posts.
The game is a roguelike deck-building game. That's quite a mouthful, but what it means is that when a combat happens it is resolved as a card game. Your crewmembers each have their own deck, as do your opponents. You take turns, playing your offensive, defensive and miscellaneous cards, trying to defeat the other team.
Then, when your not fighting, your travelling through the randomly generated world. Here you can improve your characters and their decks, creating new and interesting situations. The game features permadeath: Characters that die are lost - you can not load previous save games. While one playthrough is pretty short (maybe 1-3 hours), the game is not over after one game, because it is difficult and also invites exploration. Players can also unlock new content for the game through multiple runs.
The world of Nowhere Prophet is set in the very far future. Set on planet Soma, a world on the fringes of galactic civilization. After suffering a technological apocalypse, it has reverted to a state of barbarism. In this post-apocalyptic science-fiction world (without zombies) you have to build, grow and lead a convoy to safety across the hostile world. A colorful but untamed world, inhabited by a population and it's culture is strongly inspired by the culture of the Indian subcontinent.