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PROVEN LANDS

3D sci-fi sandbox survival game

Explore a unique, vast and beautiful science-fiction sandbox roguelike, procedurally generated and studded with an AI storyteller.

Where? For Windows Q2 2015, after that OSX and iOS, then Linux and Android. Consoles TBD.

Inquiries? rafael@thesetales.com

Quotes

  • "Fortunately, there's Proven Lands, a roguelike sandbox that hopes to scratch that '70s sci-fi itch." -- PC Gamer
  • "The catchiest way to describe it would be “sci-fi Don’t Starve,” but that’s far, far, far too simplistic." -- Rock Paper Shotgun
  • "But the best part is obviously the catstronaut companions. Oh god I need one." -- Kotaku
  • "Still here? Good, because Proven Lands looks freakin' awesome." -- PCGamesN
  • "If you like exploring, farming, crafting, occasionally battling, and managing oxygen supplies, Proven Lands is worth a once over." -- PocketGamer
  • "someone finally gets the potential of procedural alien worlds" -- Pascal Blanche, Art Director at Ubisoft Montreal

Screenshots of the pre alpha demo











Recent screenshots of the brand new voxel engine





The Game

We've been working on Proven Lands with a super small team for some months now, creating a game in you become an explorer - not just another sandbox item collector. Packed with the real mysteries of physics, biology and chemistry, plus tons of (hopefully) reasonable science-fiction, influenced by Star Trek, Don't Starve and Project Zomboid.

In Proven Lands survival is our strongest concept. It starts with a stranded astronaut -- you. You fight hunger, thirst, strange animals, weather and even the nature itself. Give the pre alpha demo a try, attempt to survive for a few days. Right at this moment you’re able to eat everything with your helmet on (for demonstration reasons) but because we aim to be a hard sci-fi game in the future you’ll have to take off your helmet first before you can eat anything. Your initial spacesuit is weak and old. However you’ll need an armored one to survive against stronger animals and armed aliens later on – oh, and you’ll need better weapons than an axe.

As soon as you’ve mastered the first terrain biome (desert), there will be plenty to discover such as steppes, savannah like environments, forests, big rivers, caves and different planet types such as ice or volcano - each filled with tons of items and characters. The AI game master will watch your influence in a region so after some time more intelligent animals, and perhaps even aliens will start to attack you. First off though we start with simple alien villagers and introduce you to a rather basic storyline. And, because it’s a sci-fi survival game, build devices, smaller machines, factories and before you basically upgrade your “camp” to a small one-man outpost -- similar to an advanced camp in Don't Starve, just deeper, bigger, and more sci-fi.

Key Concepts and Game Mechanics

  • Modding - We love mods! Proven Lands was designed with mods in mind, from the get-go.
  • Procedurally generated - Endless and seamless procedurally generated terrain with different biomes on different planets. So far we have desert, forest, river, mountain, hill, swamp and lake biomes.
  • Alien races and eco system - In Proven Lands aliens participate in a simple eco system. Trade with a tribe or village, if you have something desirable, similar to Don't Starve.
  • AI meta game - The AI is the director of your unique story based on custom quests, ambitions and events - like a pen & paper game master.
  • Classes and no super powers - Proven Lands has some RPG elements. Everyone starts as The Forklift Driver with no super powers and a broken heart, and as time goes by new classes unlock: The Medic, The Pilot, The Engineer, The Soldier, The Scientist, and The Android. See stretch goals.
  • Moods and ambitions - A mood and trait system makes your character less predictable. A wound left unattended might lead to fever, which could in turn lead to mental instability or death. See demo. Ambitions are quests with a deadline, chosen by you or the AI meta engine, similar to Crusader Kings 2.
  • Building, housing, farming and eco system - Craft automatic ore mines, water drills, energy and oxygen generators to make your life easier. Proven Lands is not a sim, but there is a small eco system, influenced by an older game jam prototype called LOST UTOPIA.
  • Crafting - Each item, weapon, tool, vehicle, drone and building has 7 modules: a base module (type) plus 6 extra modules. Extra modules for armor, power cells, shielding, special abilities, incredients or decoration. For instance, a knife: tool base + short steel blade; or a bio scanner: tool chassis + biology level 1 scanner; or a M1 Abrams tank with a scanner: car base + kevlar-uranium armor + smoothbore gun + turbine engine + bio lvl 1 scanner. ;) Aliens craft items depending on the planet's resources.
  • Skills - Basic skills like condition, endurance, willpower, strength. Scientific skills like biology, physics, engineering, ehemistry and xeno sciences. And item skills like blunt weapons, laser weapons or drones (depending on your knowledge). Each skill with an own small skill tree.
  • Archaeology and technology - Explore uncharted regions, unknown items and creatures, lost civilizations and artefacts. Your character progresses not only through skills, but through item and artefact knowledge. You do not develop revolutionary physics after a few nights, instead, you gather knowledge in order to become a specialist. Dismantle alien devices for undiscovered resources! See ASCII roguelikes as Dungeon Crawl or Cataclysm.
  • Outposts and camps - You're not a camper with a huge bagpack. An outpost is for the long-term, with generators and storage.
  • Airlock and natural organism - Thirst, hunger, insanity, oxygen deprivation and energy consumption. On some planets you need an airlock to eat, drink and survive.
  • Power supply - Sci-fi devices depend on energy.
  • Spaceship artefacts - Sometimes you’ll find useful spaceship parts scattered around the planet.
  • Items, resources and item modules - From food to wood to stones to water and megalomaniac butterflies. Each item can be analyzed from level 1 to 3.
  • Tools, devices and weapons - From a shovel to a scanner, from a navigator to generators and small factories! Aliens have their own devices, weapons and tools too.
  • Spaceship, jump drive and space travel - Travel to other planets as soon you've a jump drive or gate. Your spaceship is not a ship, it is more jump gate in the orbit with a few special modules, dictating where your next journey starts. In order to jump to the next planet, talk to aliens and gather resources.
  • One more hour - Most survival games are not known for chill time: you are a laboratory mouse, always in a rush, starving or defending. So, we're working hard to give you more time for exploration and archaeology, or for just being cool.
  • Alien companion - Start with the space cat from your first spaceship.

Story and an AI game master

The main story is thrilling but also a little bit philosophical too - about friendship, bravery, responsibility and even a pregnancy. You assume the role not of a scientist or a soldier, but a a working class hero or heroine. You're named after the real-life Teruo Nakamura - a soldier of the Japanese Imperial Army who did not surrender until 1974.

Think of the AI meta game engine as a pen & paper game master who gathers all the randomly generated elements unique to each player's experience and weaves these components into an one-off adventure. You'll be kept busy battling thirst, hunger, oxygen deprivation and dwindling energy supplies .... but as soon you've gathered enough resources, seek out for new civilizations!

Influences

  • Games - Dungeon Crawl, Project Zomboid, Don't Starve, Crusader Kings 2, Starflight, Minecraft, Sid Meier's Alpha Centauri, The Sims, SWTOR, Dead Space 1, Dwarf Fortress, Diablo 3
  • Movies, TV and comics - Star Trek (TNG, DS9, TOS, VOY, ENT), Alien, Planetes, Enemy Mine, Outland, Gravity, Contact, Nausicaä, Star Wars

More?

Screenshots and videos