
The Crescent Way Studios
Vision
A new twist on the rogue-lite formula
We are building The Reckoning: Salvation, the single-player arcade dogfighting rogue-lite we always wanted. It steps outside the limits of the real world without crossing the line. It should make the player wonder: how would aircraft work, and how would they fly, with technology this advanced, if the Earth were invaded?
We believe the most important part of this game is the feeling. To get it right, we focus most on the sound, on the visuals, and on how smooth the mechanics feel.
The first version is a demo: levels 1 to 10, inside the facility. It has one boss, one mini-boss, two sprint levels, and secret levels. These new systems will be like nothing seen before. The boss has its own huge room, and both the room and the boss's mechanics are unique. It is not just a sphere where you shoot the boss down: you have to chase the boss through the facility or run from it, and work out the mechanisms that let you harm the boss and the other entities.
There are four classes to choose from. Each one plays completely differently and has its own loop. The demo has one of them.
The Reckoning is the meeting point for sim players and anti-sim players, and it is a game for adrenaline junkies. We want to prove that it can really raise your heartbeat: with its music, with the moves you pull, and with the stress of losing or of making it through.
That feeling shapes the game itself. In between, there are sprint runs, where you fly through tight spots and sharp turns with machinery in your way. If you are inside the facility's fog, you need to scan with our home-made radar scan system.
It is an ambitious project, and no part of it is easy.
