Bracket is creating Nox Futura - roguelike mixing Dwarf Fortress, Civ, Warhammer.
1

patron

$5
per month

I've always dreamed of a game with the base-building, cohesiveness and storytelling of Dwarf Fortress, the world-domination of Civilization, and the tactical fun of Warhammer. Nox Futura is my attempt at creating this vision. We're a long way from completion, but as the game comes together I'd love it if you could join me along the road. Donations will be used to encourage me to develop more; one-day, I may even do this for a living!

Please visit the game's website for more information, and downloads as they become available.

You can download pre-alpha builds from itch.io.



If you like what I'm building, please help me make the dream a reality.

Current Features
  • Fully 3D voxel-based ASCII world with dynamic lighting.
  • Randomly generate a world, biomes, regions and other civilizations.
  • Crash-land your escape pod with 10 settlers from the home world, and keep them alive.
  • Cut down trees, mine tiles, build walls, stairs, ramps, workshops, and equipment.
  • Hunt the local wildlife.
  • Take control of a single settler in turn-based rogue mode.
  • Fully moddable; almost everything is defined in easy-to-edit LUA configuration files. You can add biomes, species, creatures, equipment, buildings, workshop reactions and more without editing any of the underlying C++ code.
  • Open Source. Learn how it works, or contribute to making a better game.
  • Support Windows, Mac and Linux.

Premise

By the year 2525, Eden – the human home-world – is crowded, scarred by war, and bordering on uninhabitable. It is decided to build colony ships, and spread humanity’s influence into the stars. After a (rigged) vote, it is determined that different classes of colony ship shall be built. The A Class colonies will be comprised of humanity’s best and brightest: scientists, engineers, the best farmers – the people who actually do something useful. The B Class colonies will transport the people who don’t have anything to contribute to society: the insurance adjusters, telephone sanitizers and atmosphere coordinators of the world. C Class colonies will be comprised of the petty criminals who don’t pose an immediate danger to society (dangerous criminals will be left behind), and the D Class vessels will be stocked with anyone who didn’t fit in the previous categories.

Realizing that the A Class vessels are far too important for the future of humanity to take big risks, it is decided to perform the final beta testing on B Class colony ships. Hair dressers, feng-shui consultants and bloggers are loaded onto their ships, fed mimosa’s, and told great stories of their future in the stars. Then, they are put into deep-sleep, and the colony ships jump to hyperspace – under the guidance of a very advanced, and thoroughly untested, artificial intelligence.

You are Cordex, the artificial intelligence in charge of Beta 1 of the colony program. Take off goes smoothly, and everyone is settled in hyper-sleep while you lead your settlers to their new home. Then, of course, something goes wrong. Sensors register an impact, damage control reports that the damage control sensors are damaged, and navigation goes haywire. In the blink of an eye, Cordex drops the stricken ship from hyperspace, and searches the knowledge-base for further instructions. “TODO: Write emergency protocols” is the only guidance the beta software has to offer, so Cordex improvises. Scanners detect a habitable – but uncharted – planet not too far away, and Cordex limps towards it. Damage control sensors come online for long enough to indicate that the ship is too damaged to land, so Cordex has the ship’s systems load the computer and six randomly selected settlers (the ones nearest to the door) into the primary escape pod – and launches towards the planet. The ship should remain in orbit for years to come, and hopefully the remaining settlers can be rescued.

Leaving a trail of devastation, the escape pod comes to rest on the newly discovered planet. Communications and defense systems are offline, power is scarce – but six settlers are waking up from hyper-sleep, the food replicator and water condensers are online. There is still hope! As the ship’s AI – and honestly, the only competent being here – it is your duty to keep the settlers alive, help them rebuild, and use them as your eyes, ears and limbs to either thrive here or escape the planet.


Tiers
Pledge $1 or more per month
0 patrons
We'll list you as a supporter on the credits page of our website.
Pledge $5 or more per month
1 patron
I'll include a creature of your choice in the game. Just let me know what creature you'd like. I'll also put your name on the supporter's list.

I've always dreamed of a game with the base-building, cohesiveness and storytelling of Dwarf Fortress, the world-domination of Civilization, and the tactical fun of Warhammer. Nox Futura is my attempt at creating this vision. We're a long way from completion, but as the game comes together I'd love it if you could join me along the road. Donations will be used to encourage me to develop more; one-day, I may even do this for a living!

Please visit the game's website for more information, and downloads as they become available.

You can download pre-alpha builds from itch.io.



If you like what I'm building, please help me make the dream a reality.

Current Features
  • Fully 3D voxel-based ASCII world with dynamic lighting.
  • Randomly generate a world, biomes, regions and other civilizations.
  • Crash-land your escape pod with 10 settlers from the home world, and keep them alive.
  • Cut down trees, mine tiles, build walls, stairs, ramps, workshops, and equipment.
  • Hunt the local wildlife.
  • Take control of a single settler in turn-based rogue mode.
  • Fully moddable; almost everything is defined in easy-to-edit LUA configuration files. You can add biomes, species, creatures, equipment, buildings, workshop reactions and more without editing any of the underlying C++ code.
  • Open Source. Learn how it works, or contribute to making a better game.
  • Support Windows, Mac and Linux.

Premise

By the year 2525, Eden – the human home-world – is crowded, scarred by war, and bordering on uninhabitable. It is decided to build colony ships, and spread humanity’s influence into the stars. After a (rigged) vote, it is determined that different classes of colony ship shall be built. The A Class colonies will be comprised of humanity’s best and brightest: scientists, engineers, the best farmers – the people who actually do something useful. The B Class colonies will transport the people who don’t have anything to contribute to society: the insurance adjusters, telephone sanitizers and atmosphere coordinators of the world. C Class colonies will be comprised of the petty criminals who don’t pose an immediate danger to society (dangerous criminals will be left behind), and the D Class vessels will be stocked with anyone who didn’t fit in the previous categories.

Realizing that the A Class vessels are far too important for the future of humanity to take big risks, it is decided to perform the final beta testing on B Class colony ships. Hair dressers, feng-shui consultants and bloggers are loaded onto their ships, fed mimosa’s, and told great stories of their future in the stars. Then, they are put into deep-sleep, and the colony ships jump to hyperspace – under the guidance of a very advanced, and thoroughly untested, artificial intelligence.

You are Cordex, the artificial intelligence in charge of Beta 1 of the colony program. Take off goes smoothly, and everyone is settled in hyper-sleep while you lead your settlers to their new home. Then, of course, something goes wrong. Sensors register an impact, damage control reports that the damage control sensors are damaged, and navigation goes haywire. In the blink of an eye, Cordex drops the stricken ship from hyperspace, and searches the knowledge-base for further instructions. “TODO: Write emergency protocols” is the only guidance the beta software has to offer, so Cordex improvises. Scanners detect a habitable – but uncharted – planet not too far away, and Cordex limps towards it. Damage control sensors come online for long enough to indicate that the ship is too damaged to land, so Cordex has the ship’s systems load the computer and six randomly selected settlers (the ones nearest to the door) into the primary escape pod – and launches towards the planet. The ship should remain in orbit for years to come, and hopefully the remaining settlers can be rescued.

Leaving a trail of devastation, the escape pod comes to rest on the newly discovered planet. Communications and defense systems are offline, power is scarce – but six settlers are waking up from hyper-sleep, the food replicator and water condensers are online. There is still hope! As the ship’s AI – and honestly, the only competent being here – it is your duty to keep the settlers alive, help them rebuild, and use them as your eyes, ears and limbs to either thrive here or escape the planet.


Recent posts by Bracket

Tiers
Pledge $1 or more per month
0 patrons
We'll list you as a supporter on the credits page of our website.
Pledge $5 or more per month
1 patron
I'll include a creature of your choice in the game. Just let me know what creature you'd like. I'll also put your name on the supporter's list.