Title: Project Peregrine

Team: Hawthorn Games

Region Cluster: Dundee

Genre: 2D Isometric, Turn Based Tactics, Narrative Focused, Roguelike

Platform: PC

Engine: Godot

Target Audience

We want to resonate with fans of unique and challenging experiences that require great emotional investment, 25+ Adults with an interest in tactical turn based combat games and role playing games that allow them to tell their own stories through choices in narrative and gameplay.

Short Project Description

An intense sci-fi turn based tactical roguelike game that explores personality theory through a poetic interpretation of quantum mechanics.

Project Description

Play as an elite squad of inter-galactic explorers uncovering cosmic secrets about mysterious quantum planets holding the potential salvation for the last human fleet in existence. Try to keep your nerves as you fight for your survival against beings outside of human comprehension in an ever shifting environment that will change as you move through it. Explore the complexity of human personality as your choices and failures will influence your character’s behaviour and abilities, resulting in dynamic gameplay that requires you to adapt on the fly to new tactics and strategies and emergent stories that are shaped by your decisions. The procedurally generated environments, missions and narrative encounters will make every new playthrough different with it’s own set of miserable stories for your characters to suffer through.

Similar experiences

Project Peregrine is an experimental sci-fi tactical turn based roguelike that tries to answer the question: what if “Into the Breach” and “Dorfromantik” **had a baby? The game came about when we asked ourselves if we could create a dungeon crawler where the player builds the dungeon they play through as they explored. Through subsequent questions such as “what if the player could build their own stories of the unlikely heroes who venture into these dungeons?” our full concept was born: Project Peregrine is also inspired by games with emergent narrative systems like “Wildermyth”, where players experience dynamic stories based on their actions in game.

Throw a bit of difficulty design from “Darkest Dungeon” and thematic punch from “Loop Hero” sprinkled on for good measure, and you’ve got yourself Project Peregrine.

Gameplay

Mankind’s March ****is a tactical turn-based roguelike. You control the Elites, a squad of soldiers sent on a suicide mission to search for humanity’s last hope where no one else would dare to look. The Quantum Planets are the scenario of your desperate expeditions, an infinite extent of shapeless ground where any living form in this dimension meets a slow and painful death.

Your squad is formed by intrepid characters with unique abilities that will allow you to survive in these inhabitable environments: by *observing *****tiles you can raise stable ground below you, allowing your units to safely traverse the isometric grid and make progress in your quest. “Safety” is a relative word though, as you try to stabilize the planet its original inhabitants will be able to manifest in our dimension and express their discontent with your visit. You should be well equipped to fight them off through the isometric turn-based tactical combat system and complete your mission but your time is limited and survival is not guaranteed.

Each character also has a list of traits that define their personalities, these will change over time depending on what happens to them during each expedition: every time a character is met with a decisive moment in their mission you will be able to make choices and determine their fate depending on their traits and stats. Based on the outcome, these will change and be reflected upon gameplay.

Story

You are the commander of an elite squadron of interstellar soldiers, the Apostles, bred and trained by the United Nations Fleet of Mankind, the last surviving bastion of humanity, exiled from earth and forced to fly through space in their final voyage as humanities biggest migrant fleet. This is Mankind’s March.

Control your units and mould their personality to your will, will they become ruthless killing machines hell bent on securing the interests of the authoritarian, theocratic hydraulic empire that humanity has been pushed to, or will you stand against the U.N.F.M and their governmental schemes of controlling the people to fight for a truly free humanity, even if it ends in a whimper.

Get in and Get out, land on each planet, fight till your last breath for each objective secured and escape with your life. Your decisions will effect the outcome of the story and the characters development as a whole.

Art Style

Artstyle.jpg

Key Selling Points

Note: These need to be a lot more specific and detailed and will only really be complete once we have more systems fully implemented that can create dynamics through play that we can concretely explain. For really good reference material for kickass KSP’s look at Wildermyths page.