After the Void

Discussion in 'Help Wanted (UNPAID AND PROFIT SHARING)' started by Skoll, Feb 13, 2018.

  1. Skoll

    Skoll New Member

    Feb 13, 2018
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    « Ships have been sent beyond the sun's influence to promising planetary systems. Each one carries several hundreds individuals with supplies and machinery to found colonies.
    Each launch is a gamble : if the presence of planets can be confirmed from Earth, the surface conditions are highly speculative. Few if any will arrive to a planet up to expectations, most of the time it will be a cold, sterile world the colonist will have to work with.
    After several decades in interstellar space, the crew will now have to adapt to living on the surface of an unwelcoming world. On some planets, they might only be able to stay just long enough to repair and refuel their ship and then resume their journey in the hope of better luck with the next candidate.


    Among the different sources of inspiration that led to this concept there is Outpost, made by Sierra and published in 1994, who despite a cut short development managed to be memorable. More recently there is also Banished, by Shining Rock Software.

    With their way to value planning and insight with cascading consequences, both these games inspired the design of After The Void.

    Ingame early base on a mars-like planet. Note the harsh shadows from the lack of notable atmosphere.


    The player is given command of the small group of colonists just landed with their machinery by the seeding pod in order to establish an autonomous colony.
    The settlement has to be able to recycle the air the settlers breath, grow the food they eat but also generate enough reliable energy to feed all the systems of the colony, including the power hungry industry on which growth relies.
    With the expansion of the surface facilities more and more colonists will be able to leave the ship and help. The colony must grow fast enough to receive the newcomers before the supplies in orbit run out.

    The difficulty of the game is determined not by some arbitrary settings but by the surface conditions of the planet and the resources onboard the ship.
    Some environments will make some elements useless while others' performances will greatly benefit from them. For example, planets without a notable atmosphere won't allow the use of wind turbines and greatly challenge the colony in the gathering of the gases they need, on the other hand they will offer improved efficiency to the solar panels.
    Each planet will have it's own set of challenges and it is up to the player to choose how to face them.

    By defaut all the systems and devices are configured to work optimally in standard usage, it is however possible to customize their behavior to follow specific guidelines. It is true for every single element of the colony like the power plants, mining drones or even the doors.

    Small arrays of solar cells taking advantage of the low air density while the atmospheric gases recuperator in the background is running at lower efficiency because of it.


    The game design is already well defined, production is just starting on Unity and several key gameplay elements already have a working prototype.
    The current broad objective is to get to an ensemble including the major backend features of the game on which the gameplay will rely and this is why we are now recruiting.

    Recruitment and Goal

    As of now we are searching for skilled and motivated programmers and 3D artists, with in mind that this is a project heading toward a commercial release on the usual distribution networks under an Early Access principle.

    Programmers :

    The work will mainly focus on gameplay mechanics as most of the backend technologies have already been acquired or come with the engine used.
    Coders will need to keep in mind that a multiplayer mode is planned for later on.

    Given the Engine used, C# is of course the language we work with.

    3D Artists :

    Most of the work to be done is inorganics such as props, structures and the like. An ability to design the objects on your own without prior work by a concept artist is a plus.


    You can contact us directly here via private messaging. If interested in joining the team, please include as much information as possible (experience, portfolio, etc) in your first message.

    Thank you all and stay around for the coming updates.
  2. Skoll

    Skoll New Member

    Feb 13, 2018
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    Since our last post things have been steadily going forward.
    Numerous assets have been designed and implemented such as wind turbines of different sizes (picture below), several colony modules with their interior but also scene props and a set of optional high-end visual technologies for the terrain such as object to terrain blending for example.

    Quick sneakpeak on the standard turbines

    On the gameplay side, we are getting close to having our logistical network ready. It is a fundamental part of any management game not using a "common pool" for all ressources (Think of power and water in a Cities Skyline type of game, but here with the ability to store and distribute them to specific storage/consumers if desired).
    In our tests on a 5 year old mid-range CPU, the system was able to handle several tens of thousand nodes at 60+fps. At this point it is safe to say that it won't limit the size of the colonies.

    Amongst other gameplay stuff we also implemented UI's for a number of objects (the shown turbines being of the lot) and a Sun path system taking into account different day durations, latitudes, etc

    There still are open positions for skilled programmers and 3D artists.
    If interested you can contact us here via private messaging.

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