Aether Adrift

Well, the game has a working title of 'Aether Adrift', and I've got some more concept art to share with you!

Human

First we have a Human town. Most of the human settlements are constructed from prefabricated houses that were stored on the colony ship for use as temporary housing while the ship is converted into the first proper city. Because of this, a lot of the buildings look identical, and larger buildings are typically made of multiple pieces that are snapped together.

Their prefab houses provide a large degree of comfort - climate control, running water, and even television (Though the lack of a TV network means they can only watch the media that managed to land on the continent.) The windows on the prefabs can also be darkened for privacy. That round building is a military tent.

Human Town

Mikwa

The Mikwa live in towns with rather simple buildings clustered together in somewhat messy arrangements. They have large watchtowers that are used to keep an eye on the local fauna, and spot any Fulgori or other potential problems before they get too close. They don't have a whole lot of technology, but they do have lighting, fans and radios that are powered by outdoor generators.

They have a lot of farmland around the outskirts of the town where they grow a large amount of fruits and vegetables, and raise a small amount of livestock that are used mostly for working, and only sometimes for eating.

Mikwa Village

Fulgori

Lastly is the Fulgori - They tend to live in crowded, uniform buildings that hold a large amount of people in a relatively small area with minimal comfort. The main fulgori city perfectly embodies the totalitarian dictatorship of it's government. The city is tightly packed with quickly and cheaply made concrete buildings for both housing and industry, and the entire city has an unhealthy haze about it. The exception is the Government Building that houses the King and his favored individuals. The lawn outside of the government building is perfectly manicured, and the King's statue is a constant reminder of who is in charge, and who the people there owe their lives to.

Technologically, the Fulgori are leaps and bounds ahead of the Mikwa. They have motorized vehicles, firearms, mechanized infantry, and some things that were only possible because of the things the King has managed to dig out of the technologically advanced ruin the city was established next to.

Fulgori City

That's a small look into the lives of the different races on the continent, and how they live.

I'll be back with more details as I have them!

Sorry for the lack of communication

I'm... awful at keeping a blog.

So, a lot has been going on lately, mostly with the games.

Wayfarer RPG

Wayfarer is currently on hold - it's been put on the back burner because the project is huge, much too big to be our first game. On top of that, it's admittedly sort of my baby - I constantly worry that I'm going to mess things up, and panicking over every little thing trying to get the setting to feel like it makes sense, and that it's alive, ready to be explored, without feeling too generic.

Echo 6

Echo 6 was, until recently, the active project, but last week I decided that I need to take a small break from it - The game's system has sort of hit a rock wall, and I'm not quite ready to take on the task of tunneling around it yet, since it would mean large revisions to the core of the system, and a lot of scary changes, not to mention that writing your own game system for a first project is sort of... not a smart thing to do.

Writing a system from scratch is a LOT of work, especially when you haven't had a whole lot of experience doing this sort of thing. Balancing is a pain in the ass, and writing mechanics that scale well from early level to late level is even more of a pain. It's also classless, so we're having to deal with potentially overpowered builds due to certain combinations and... well, taking a break from it is sort of a good idea, I've had my nose buried in it for over a year now, and I could use a fresh view.

Rest assured, Neither of these games are dead, just sleeping.

So, that brings us to the present.

New Project

Currently, Sam and I are working on a game that uses the Savage Worlds system - it's a game we don't even currently have a project name for yet, but production is going surprisingly well. I've been super inspired to draw a bunch of concept work for it already, and we have a sort of plot and setting coming along really nicely.

The high concept of the story is that a human colony ship had a catastrophic accident en route to a potential world, leaving it crippled and possibly destroyed - the fate of the ship is uncertain. Players take the role of one of the members of the security team that escaped the ship in escape pods, and crash landed on a floating continent.

You'll have to work with the peaceful natives - the Mikwa - to figure out what happened to your ship and it's inhabitants, explore ruins and excavate the advanced technology hidden within them, and contend with the Fulgor Empire, who also want the technology you're after, and aren't willing to share.

The setting isn't super serious, and nearly everything in it looks super adorable. You'll have an arsenal of interesting and odd human made weapons ranging from laser guns, to chilling swords, to energy bombs, to the magic-like power of nanotech.

We're still working on it, so expect changes, but we're excited about this project, and we think you will be too!

Here's some concept work.