I’d like to add a note to the game concept, as I discovered that some people see too much Minecraft in Proven Lands, because it is procedural and works with chunks, and I love Minecraft (yep, I do).
I had a neat discussion regarding this today. I have the feeling that people think of “procedurally generated” and “chunk based” of Minecraft — and miss the point that you can do more than digging and houses out of dirt and rocks.
I think this is important otherwise people overestimate the development costs of a game such as Proven Lands, right? I think it shows that many gamers are very influenced by Minecraft and that it is probably the reason why we have and had such game genre definition problems, tbh.
I added a few details to the press kit and website, which could be interesting in case you’re wondering what are these strange guys doing there all the time:
a) More Don’t Starve and Project Zomboid than Minecraft
"We’ve been working on PROVEN LANDS with a super small team for just some months now, creating a game in you become an explorer - not just another sandbox item collector. Packed full with the real mysteries of physics, biology and chemistry, plus tons of (hopefully) reasonable science-fiction, influenced by Star Trek, Jules Verne and Minecraft. But keep in mind that PROVEN LANDS has more in common with Project Zomboid and Don’t Starve than Minecraft!
Starting with a backdrop of endless, procedurally generated terrain, PROVEN LANDS combines 3D, SCIENCE FICTION, SURVIVAL, SANDBOX, ROGUELIKE and RPG elements with an AI-driven META GAME - like a game master - and on top of all that: MODDING! Also, yes, we have some problems to define a genre for PROVEN LANDS as it is in 3D and deeply influenced by games such as Starflight, Project Zomboid, Roguelikes and Minecraft. Perhaps you have an idea.”
b) Basic building, housing and farming
"Building, housing, farming and eco system - Create automatic ore mines, water drills, energy and oxygen generators to make your life easier. Build farms, attract animals and kill them without flinching. PROVEN LANDS is not a sim, but there is a small eco system, influenced by an older game jam prototype named LOST UTOPIA. You know, be a modern guy and not another Robinson Crusoe. Building, housing and farming more like Project Zomboid and The Sims than Minecraft."
c) Roguelike archaeology and technology
"Archaeology and technology - Explore uncharted regions, unknown items and creatures, lost civilizations and artefacts. Your character progresses not only through skills, but through item and artefact knowledge. You do not develop revolutionary physics after a few nights, instead, you gather knowledge in order to become a specialist. Dismantle alien devices for undiscovered resources! Old roguelike style."
d) Jump drives and not a Starflight-like spaceship
"Spaceship, jump drive and space travel - Travel to other planets as soon you’ve a jump drive. Your spaceship is more a jump drive than a ship, in the orbit though, with a few special modules, dictating where your next journey starts. Each jump drive gets useless after a jump. In order to jump to the next planet, talk to aliens and gather resources. This way we keep focussing on the planets."