While seeking life on a distant planet, a skeptical astronaut discovers an abandoned Russian laboratory. He suspects his mission is a hoax until a mysterious young woman saves him from a strange and deadly phenomenon...
My goal with Lifeless Planet is to create a game that puts the adventure back into "action-adventure." I grew up loving old 50's-era science fiction movies and TV. I also loved games like Out of this World, The Dig, and ICO. Lifeless Planet combines a gaming experience in the spirit of those classic games with an old-school sci-fi story.
Lifeless Planet has quite a story to tell. As I write this, the Kepler Telescope has discovered over a thousand new planets orbiting other stars in our galaxy. Of these, at least 60 are comparable in size to the Earth, and a few are within the habitable zone of their star—meaning they could harbor life.
What if you could explore one of those planets?
In Lifeless Planet, you will:
- Leave the comfort and safety of Earth and journey to a distant world.
- Discover that the planet scientists thought was rich with life is instead a barren wasteland.
- Find out other explorers had already set foot on the planet...many years ago.
- Struggle to explain the existence of another human in this apparently uninhabitable land...Will you be able to put aside your skepticism and follow her to preserve your life?
Now to me, "story" does not mean "words"... I've seen a lot of games that bombard the user with text on screen. This is great for some genres like RPGs, but even the best-written verbiage doesn't make for a cinematic experience. I love how LIMBO has not a word of dialogue but says so much through its dramatic visuals. I plan to do something similar with Lifeless Planet by conveying as much as possible through visuals and sound. There will be text logs, documents, and other items that shed light on little details of the world, but these will be optional to finishing the game, serving instead to add depth to the world for those who want a little more...
Good stories don't come out of thin air, so I have spent a ton of time building a plot that will present something new and exciting to the gamer. I spent months developing a sound plot outline. Then I spent many more hours working and re-working the story to flesh out unique and interesting details. I knew I had finally arrived at something good when the lucky few who heard the story were nearly as excited to hear it as I was to tell it.
Of course, story is important, but the gameplay has to be great too. I'm spending an equal amount of time working on making this game fun to play. I'm breaking down other great games to find out what makes them great—not just looking at their general gameplay, but examining each objective, each puzzle, to discover what makes them fun. Lifeless Planet will be more than an exciting narrative. It will be a thrilling interactive experience!
This game is a totally independent game project by a very small team: in fact, all of the production so far has been by one guy (me!), so...
THANK YOU for your interest in Lifeless Planet!