Cyborg is a sci-fi, rogue-like, survival game containing grid-based movement, turn-based combat and perma-death.
Fly the 'Gryphon' starship into hostile space. Warp to star systems and explore a procedural generated galaxy.
Drive the Cyclops (ATV) and traverse planet/moon surfaces to discover their secrets.
Infiltrate hostile stations and bases as Cynthia, a heavily augmented cyborg killer with a personal agenda...
End a desperate, corporate war in a dystopian future.
Core Mechanic:
The game explores the question: 'Skills/Stats' versus 'Items', which is more important?
You start with high skills (due to permanent augmentations), but can one compensate their (augmentations) loss via better items (or other means) and survive to the end in a game that progressively gets harder?
Level design:
Proc-gen galaxy contains x amount of star systems you can warp between, each with the following level types:
- Star System (You fly in the Gryphon and see a star and some planets, moons and stations)
- Planet surface (Cellular automata - large)
- Base (Rooms/Corridors algorithm)
- Moon surface (Cellular automata - small)
- Base (Rooms/Corridors algorithm)
- Station (Rooms/Corridors algorithm)
- Gryphon and other key levels are static tiled levels
- Planet surface (Cellular automata - large)
The game concept has been explored as a failed 2d action game a few years ago that I have since parked.
I'd like to revisit it as a pure rogue-like with a traditional ASCII tileset where I can focus on the core game-play mechanic instead of aesthetics like in the past.