Sector Unknown - Announcement

Age of Gladiators

Age of Gladiators is a single-player strategy/management sim set at the height of the bloody gladiatorial games in ancient Rome. As your fighters increase in level, it will be up to you to decide how to forge their attributes and abilities.

https://store.steampowered.com/app/2734270/Sector_Unknown/ After creating quite a few strategy games as an indie (and mostly solo) developer, I decided to create an cRPG instead. This is the genre that I find myself playing and enjoying the most, from classics such as Baldur’s Gate 2, Fallout 2, Fallout New Vegas, Knights of the Old Republic, Mass Effect, to more contemporary games such as Pillars of Eternity, Outer Worlds, Colony Ship, Trudograd, Underrail, and Encased. In short, I really, really like RPGs, and especially ones that use an isometric angle of gameplay. [img]{STEAM_CLAN_IMAGE}/44915433/3374af1c0cc528a1be0d896da5acbaa0f34aca43.png[/img] Sector Unknown is sort of my love letter to both the classics and the contemporaries. I think I’m better suited for telling a story than number crunching strategy games (as evidenced by my mixture of reviews in that genre). After three years working part-time (well almost full time) on the systems, the game is close to complete on features (movement, inventory, party management, quests, dialogue, crafting, combat, itemization, space flight, etc). I’m aiming to have a demo for the game completed in a month or so. It’s close to completion now, but I’m still not happy with the tutorial level. What I do not want is for it to be a barrier to entry like the much-maligned temple tutorial level in Fallout 2 (I almost never experienced the rest of that fantastic game due to being so turned off by the temple). [img]{STEAM_CLAN_IMAGE}/44915433/7a97d24f2231b65d4036fb79fdf14b05eab5419e.png[/img] The goal for this game is to launch into Early Access. I intend to have over half of the game completed by that EA launch with full launch occurring 6-9 months after that. The idea to do an EA launch was not one taken lightly, but one thing I have found with my past launches is that just when I think a game is bug-free and ready for a seamless launch, players will find new and interesting ways to break things – leading to frantic post-launch schedule of rushing out bug-fixes and patches. I think this way is better. Launch into Early Access and take player feedback over time so that I can get everything sorted for a smooth launch after that. The other factor is budget. Right now, I do not have the armor or model system in place for player characters and NPCs. These are assets. This will change before Early Access as I have the models done (with no armor or clothing yet), but even after that, I suspect I will need some of the additional revenue from EA launch to finish the last 2-3 planets (as mentioned I aim to have 3-4 story planets complete for EA launch, with the first one ready for the demo in the coming month or so). I hope people will wishlist and follow this game. It’s always been a dream of mine to create a sci-fi cRPG, and there doesn’t seem to be many on the market except for Colony Ship (which I completed three times). So I hope there’s a market for something like this, a game taking inspiration from early Bioware and some of the great current game developers on the market today. I will continue to provide updates in the next while, including game systems, story, ideas, and more. I really look forward to people's feedback and thoughts as well. [img]{STEAM_CLAN_IMAGE}/44915433/04f4a5cadf50db7442cbcdcb989695b69dd65135.png[/img]