Hello friends!
I hope you're all doing well. Today, I’m popping in with something a little different to share some updates with you.
I’ve started working on a new game to refresh my mind a bit. As for Destroyer, the next update will mainly add more events where you can interact with characters you’ve already completed the storylines for while navigating the city.
In the meantime, though, I’ve begun developing a new game, and I’ve already finished what’s probably the most technically difficult feature and it’s fully functional! You can see it in the screenshots. Of course, this is just a test version to check if everything works, and it will be polished visually later on, but I wanted to give you a glimpse of how things are going on the development front.
The new game will be a survival game where you manage your character and your companions.
In short: you hear a radio message about an incoming bomber that’s about to drop a nuclear bomb on your city. You’ve been waiting your whole life for this moment because, by sheer luck, you have a bunker built right under your house.
Unfortunately, most of the necessary items are inside the house, so in the menu, you’ll have a few rounds to choose which items you want to take with you into the bunker. You can’t take everything, so you’ll have to decide: is it better to bring a knife or another bottle of water? You might also run into a familiar or unfamiliar neighbor during this stage.
Then, the main bunker gameplay begins, where you’ll need to survive and hope to be rescued. You’ll manage food, water, and sleep. On top of that, you’ll be able to train your stats, which will affect gameplay, craft items, and even romance your companions.
Every day, a random event will occur. In the demo, there will be several dozen, but in later versions, there will be hundreds of events. What you do is entirely up to you, each choice with its own consequences.
Let in some bandits? Or maybe let in that mysterious neighbor woman, who might become unlockable in later playthroughs?
At night, you can choose whether to send your character or a companion out on dangerous scavenging missions, which will also result in various outcomes.
The general idea is to give the player full control over every decision and to provide high replayability. For example, if there are 200 different events and you’re only able to experience 30–40 in a single run (lasting about 30–40 days until someone rescues you), it means every playthrough will feel completely different.
In your next run, you’ll be able to pick the companion you survived with last time – maybe you failed to romance them because you focused on survival?
In short: high replayability, total randomness, lots of characters and content to unlock, and your decisions shaping everything.
When?
I’ll try to have a demo version ready in May, though we’ll see how development goes. So far, things are going smoothly, and I make progress every day, so I’m feeling optimistic, but as always, we’ll see how things turn out.
Thanks for being here, and see you soon!
Testoviron
2025-05-05 05:12:56 +0000 UTCshardanasoth .
2025-05-04 22:30:34 +0000 UTCTestoviron
2025-05-02 01:05:15 +0000 UTCISpySaidI
2025-05-01 19:18:43 +0000 UTC