Browsing around the web searching for hidden gems, we happened to stumble over FLOATLANDS – a lowpoly survival exploration FPS game. The game will be singleplayer from the start, with multiplayer being added later on. It’s currently in early development and the team is doing regular updates on their website, and other channels. From what we have seen, the game looks gorgeous, and we cannot wait until we can get it in our hands to give it a spin! Floatlands team, you’re doing a great job!
Below is more information from their site – go visit them and subscribe to their newsletter.
- Procedurally generated world: You will play a robot as the main protagonist, going up against other robots. The game world will consist of several biomes/environments such as normal, desert and snow. Each island will be different and have unique features (from biome, weather, flora & fauna structure) because they will be procedurally generated. They will come in four different sizes: shelf, normal, mother, father.
- Quesing, Points of Interest: Based on island features, quests will be generated accordingly and this will interest the players that want more activity. There will be random events/quests (defending, collecting, exploring) across the world for you to complete. Points of interest (shacks, towers, power stations) will encourage you to explore and gather rewards while you’re at it. POI on a certain island will be connected with paths, but they will also be visible on your compass through the user interface.
- Different Playing Styles: There will be an option to skip the quests and go straight to building your base. That said, if you wish to advance (level-up), you can do this by exploring and questing (ex.: gather these resources, attack that base, etc.). You can choose different play styles when playing in the world of Floatlands. You can be an explorer or you can be an aggressive player that wants to eliminate threats of well being.
- Resource Gathering: An important part will be the resource gathering aspect. We thought out a material scheme where elements/materials differentiate between themselves in rarity and later on in tier usability (rare materials are needed for more fortified structures). Some basics: shooting down robot enemies will provide you scrap metal; by chopping trees you will gain wood; sheep is a source for wool; you will also find resources in caves. Certain materials need to be processed and smelted in order to be used for building structures.
- Custom Build Mode: With gathered resources you’ll be able to build and upgrade your own custom base/shelter and defend from enemies. At this moment there are 50 different build parts you can use to build your base. There are also three tiers – wood (starting tier), stone and fortified stone (highest tier for now). Build mode mixed with random generated terrain provides a multitude of options (basic shacks, castles…), so it will be interesting in this regard.
- Tower Defense: The game will also have a tower defense aspect – after you’ll build yourself a base/shelter and think that you’re safe, you could find yourself in a nightmare of defending from enemies. Of course, this will consist of various difficulties (number of enemy robots) and time frames.
- Electricity: One other major feature in game is electricity which will provide you with different options in the game – repairing your robot, powering up the lights and your defense system (turrets). We are in the process of making various props that will need a source of energy. Generators will be that source and with cables you’ll have the option to connect devices yourself. You will have to fill generators with fuel to get them to work.
- Advanced Projectile System, Dynamic Crosshair: The game will include projectiles that launch from a weapon, bounce from other objects and surfaces or penetrate the walls. Lots of games don’t have this feature of projectile penetration; it’s a very good gameplay element and this is why it was added. It becomes very fun to play, because you can damage an opponent through a wall. Your robot will also have dynamic crosshair – it reacts to player velocity.
More information: http://floatlands.net/