Details on: dialogue system | turn-based system & health/damage | character attributes
Been following this for a few years. It was Kickstarted back in 2016, and has been making steady progress ever since. While being a cyberpunk cRPG alone would have me excited for it, what makes it unique is its immersive sim-esque approach to systems and design, from how health and injuries are handled, to a flexible dialogue system (bribe anyone anytime, etc), to a heavy focus on stealth, and so on.
Another exciting element is the angle it's taking with cyberpunk. Rather than the glossy high tech style commonly seen in Deus Ex or Ghost in the Shell, the world is more akin to that of Blade Runner or Warren Hammond's Kop series: urban decay, rundown world, rusting cybernetics made from scavenged parts, a corporation-controlled "hive of villainy and scum"-kind of offworld colony perfect for criminals, mercenaries, and tyrannical factions.
Copper Dreams is set on an off-world island colony called Calitana. Owned by the US government, Calitana is one of many interstellar bases, although it is notoriously the least enjoyable to live in.
At the start of our story, the US government has been forcibly sending its citizens to these off-world colonies to free up overcrowding in cities. You play as one of these unlucky draftees, starting your adventure as your pod crashes into the shores of your new home.
Calitana lives up to its reputation, seeing little in supplies or surveillance from the US over the past few decades, giving free rein to the corporations and syndicates that amassed power in the absence of any official rule.
- An isometric 3d world, where every floor in every building can be seamlessly entered, from basement to rooftops
- Melee weapons and fully-customizable weapons, ranging from stocks and silencers to emp or incendiary rounds
- A complex stealth system that takes into account: line of sight and vision cones, noise, shadows, distance, height, crouching, cover, enemy patrols, distractions, hiding spots, last known position, alert levels, taking out lights and cameras, disabling/hacking security systems
- Turn-based combat with abstracted time (ie a thrown grenade takes time to travel its arc)
- Hands-off quest design revolving around intrigue and corporate espionage
- Day/night cycle and passage of time, which influences guard patrols, if you have time to rest, where a mission target will be, etc.
- A keyword-based dialogue system that dynamically creates queries based on information you know and items in your inventory
- Progression system that completely removes XP for actions, instead revolving around mission milestones, finding/buying better hardware, equipment, and cybernetics, and learning new skills from trainers
- A health system with no HP, instead using a combination of Lesser, Greater, and Mortal injuries (bullet graze, melted femur, pierced lung, etc.) that affect your stats, movement, and status of individual body parts
- Utilitarian black-market augmentations like chainsaw or harpoon arms, coiled legs, cloaking rigs, mobile scouting eyes, and...