The Indie Game Magazine December 2015 | Issue 56 | Page 14

between the devs and players. Savage Lands is constantly developing graphically and experientially, as the project prepares to move from the Unity 4 engine to Unity 5. Minimal hand-holding and the amount of time it takes to collect sufficient supplies mean it’s a tough grind to get to a point where death doesn’t feel like an immediate certainty. Savage Lands isn’t a permadeath game, but the developers don’t let players escape death without punishment; after respawning, the player has to make their way to their own corpse to retrieve their gear. It’s a fairly tough game, with no option to change difficulty settings. The basics of survival are pretty self evident though, particularly to fans of the genre. So far it’s a little different from most survival games in that there is no thirst or energy meter. Even in as open ended a game as this, the player looks for objectives, perhaps as a way to make sense of a game world that doesn’t really let them win. Monsters can be killed, but they’re going to come back. Food can be found, but the character’s going to be hungry again soon. In this way, Savage Lands can offer very different experiences: The single player mode of wandering and scrambling for survival, the friendly server’s sense of community in creating and protecting a base with others, and the more brutal fight-ordie of hostile servers. In each instance, the player is in a world where they must create and follow their own goals, whether that’s to kill a dragon, forge a weapon, explore, or simply make it through the night. Savage Lands Interview – Signal Studios by: Vinny Parisi IGM: How in-depth are the survival mechanics in Savage Lands? What will players have to manage and be aware of in order to keep their characters alive? Chris Rubyor, Game Director: Savage Lands supports a variety of features and layered mechanics that all tie together to provide a unique survival experience. Similar to other survival games, players must maintain health and hunger to survive. Because the world is bitter cold, we added a third mechanic we call “Heat” that must be managed to avoid freezing to death. That is why Day 1 on the island is all about hunting, harvesting, and of course creating fire to survive. As the days creep by, players will have to contend with the 14 world. Unlike other games where you may stumble across one creature standing idle waiting for the next victim to pass by, Savage Lands supports a wide variety of fauna and enemy creatures. This content is bolstered by a unique procedural spawning system that generates life around the player. It is designed to keep the world feeling alive and full of con [