
Final Defect | RPG/Immersive Sim
@finaldefect
Mature open-world immersive sim. RPG, stealth, combat, base building, sandbox. Inspired by Deus Ex, Stalker, Morrowind, Dying Light, Valheim, Kenshi and others.
Something more surreal. This is another one of the in-game virtual spaces, a kind of procedural wasteland. These spaces are a lore-friendly way for me to create environments without being constrained to the game's much more grounded physical world. #UnrealEngine #indiegame
Something looks familiar. This is the starting point of an in-game virtual combat scenario called Déjà Vu. #indiegame #gamedev #unrealengine

Steamworks account sorted 🥳 Steam page incoming, then demo, then EA, then V1, then I sleep for a thousand years. #indiegame #solodev

..and here's 50 cats with crowd avoidance (note: very WIP anim/blendspace and movement). If you like cats with guns, have I got a treat for you! If you wondered what a 3D Streets of Rogue would be like, you'll see soon enough. x.com/streetsofrogue…
Feels good to be building in a future Mountain West :) It doesn't feel good to see 4k 145 FPS! That'll be tough😅. I'm on #UnrealEngine but not nanite or lumen, hoping to squeeze more perf that way. This is a very rough test scene, lots more on the way this year!

no dlss, no fsr, no framegen. Just 4k 145fps 🫦

art direction > graphics Noita, Nuclear Throne, Slay the Spire, Valheim. Regarding Noita, the way you build spells through chainable functions is what I'm planning to add for some of the guns through configurable mods (much more to share on that later!).




This is an idea I've been playing with. The ability to customize the flashlight IES texture and color through bulbs that you can find in the world. If this was a thing, it would be used very sparingly for NPCs or not at all, as I don't want to create a mash of different colors.
Working on the ambience system. These are time and area based background sounds and music, with occlusion for indoors which softens outdoor sounds and lowers music. And surface based footsteps. Next up will be muffling for positional sources. Sounds/models are placeholder. I'm…
I know day/night cycles aren't that impressive anymore, but there is a persistent one here along with different weather patterns and effects, not decided on seasons as yet. 💡The player will be able to "focus" in order to slow down to realtime. This is to give them room to enjoy…
A reminder I'm on Discord: discord.gg/Y4CYW7nP7R 7 members after over a year 🥲 player feedback and experience is the #1 priority. I feel for any indie devs without an audience, I will not miss this phase one bit 😅 Still, UE is good fun! #UnrealEngine #indiedev
A reminder I'm on Discord: discord.gg/Y4CYW7nP7R 7 members after over a year 🥲 player feedback and experience is the #1 priority. I feel for any indie devs without an audience, I will not miss this phase one bit 😅 Still, UE is good fun! #UnrealEngine #indiedev
Being heavily inspired by Bethesda RPGs, the player begins in a prison cell. I started outside of it here to show the first "working" door. Also included an example of a drone. The levels are designed to be explored through various means, this shows a way through a wall cavity.
This is a rough environment put together to explore an idea for the world. The player is stuck between a rock (mountains) and a hard place (the city). The idea is that the city is a kind of stronghold, designed to protect against the surrounding mutation outbreak.
⚠️Serious jank ahead. This a very early WIP test for modular characters. These are model swaps (likely merged at runtime for perf reasons), and will be combined with texture swaps. Having this work seamlessly with the models, anim and morphing is... ye #indiedev #UnrealEngine
I agree for certain games, if immersion is the goal, being able to see your legs makes a difference. Thanks to the locomotion framework I'm using I already have this out of the box :) The game is primarily built for true first-person with potential support for third-person.
Your one friend's untriggered monologue in the discord chat at 2am about their specific thoughts on obscure game design elements:
OK, I'll crawl out of my hole and join the fun. Here is my dream game and the top 3 influences. Others include Skyrim, Crysis, Titanfall 2, Fallout, Fear, Metro, Cyberpunk, Arx Fatalis, Thief, Prey, Doom, Streets of Rogue, Dwarf Fortress, Kenshi, and a good few more!




Our game DEEP STATE and it's three biggest influences, although there are many more 👽




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