Basic Information

Burning Roads is the story of a difficult journey accross a hostile planet. The player has to navigate his convoy over the map, solving conflicts using a card game that grows in complexity. With playtime of a few hours and a randomly-generated world the game invites exploration of the world and mechanics through repeated playthroughs.

  • Burning Roads is a rogue-like with a card-game combat system
  • The project is currently in the concept stage with playable prototypes
  • We aim for a commercial release in the second half of 2015
  • Target platforms will be PC and console, with a potential later tablet release

Note: All images on this website are for reference only. I encourage you to click on the links in the caption to check out the artists' websites.

About the Game

The game is a roguelike that uses a card-based turn-based conflict resolution system. It’s actually less complicated than that sounds.

Overview

  • The player is in control of a convoy or a group of people
  • The group needs to reach a certain place to complete the game
  • Gameplay time for one playthrough is 2-6 hours
  • World is randomly generated each time you play
  • There only one rolling save-game that tracks your progress: What you lose is gone

Party and Travel

  • The player can select different convoy setups (characters, equipment) when starting a game
  • In a map view the player’s convoy travels overland exploring the area, looking for the target safe place
  • There’s clear hints and directions on where to travel towards the goal
  • There are random encounteres with multiple-choice for the player
  • The player can visit settlements and meet and acquire characters, vehicles and equipment etc.
  • A simple resource management is included, where the player has to supply his followers
  • Here decisions between the health of the convoy and the combat power of your characters come into play
Screenshot of travel prototype

Conflict

  • The player will regularly come into conflict, which is resolved in a view different from travel
  • Both physical combat and social conflicts are resolved using the same central game system
  • A turn-based card game with multiple characters simulates encounters
  • Each character has their own deck of cards
  • As characters improve their decks and their combat possibilities improve and change as well
Screenshot of combat prototype

The World

  • A science-fiction planet after a near apocalyptic galactic event (no zombies!)
  • Elements of science-fiction and post-apocalypse mixed together
  • The game takes place 100 years after a technological apocalypse
  • The convoy is trying to get to a means to leave the planet
  • Themes of hope and cooperation are at the core of the game
  • The world should be deep and complex to provide room for future games and products
  • Check out the Pinterest inspiration folder for additional visual input

The world is not set in stone and can be changed. I very much want to create this world in collaboration. What’s important to me is that it doesn’t end up being a vanilla fantasy or science-fiction world and that the setting and game mechanics work well together.

Inspiration

The project is inspired by a bunch of different books, games and movies. These different pieces inform the design of the game and the story world. Here's a selection of media that might give you a clearer picture of the concept:

Lost Patrol

Lost Patrol is truly an old amiga classic and one that cost me many of my childhood hours. It's a game set in the vietnam war where you take command of a squad of marines shot down behind enemy lines. Your job is to travel through enemy territory trying to reach a base. The games unforgiving encounters, the slow travel and exploration of the map and the party management neccessary to not get fragged are key.

Lost Patrol screenshot

Banner Saga

Banner Saga from Stoic Studio is a tale of the end-times set in a world inspired by nordic myths. It's beautiful, dense map, it's clever Renown system to manage both your active party and your other followers and it's meaningful random encounters are what makes the Banner Saga interesting for Burning Roads

Banner Saga screenshot

FTL

Perfecting the rogue-like, FTL is an excellent incarnation of a merciless world coupled with the addictive "one more run" effect. Again the travel and the random events are well done, even if very limiting and a bit too random in their results. The definite and satisfying final encounter is also a big plus.

FTL screenshot

Organ Trail

A remake of the classic Oregon Trail but with zombies. Organ Trail provides only a linear travelling experience but the tense atmosphere and resource management, coupled with sparse vehicle upgrades makes for an engaging experience.

Organ Trail screenshot

Mad Max

The classic Mad Max series is a staple of post-apocalyptic fiction. It's focus on cars and the interaction with new and interesting settlements, isolated points within a wasteland, is interesting. Social situations are often tense.

Mad Max screen capture

Resident Evil: Extinction

Even though the film Resident Evil: Extinction is far from a master piece it is interesting because it deals with a convoy travelling through a blasted and hostile landscape.

Resident Evil: Extinction screen capture

Burning Roads is now Nowhere Prophet!