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Progress
This page will go into details about each feature in the game, and how far along in production they are. This is not a fully comprehensive list, as features are being added, devved, or removed based on their feasibility and how they affect the game. This should not be taken as a final list, just a measure of what is in the game, and what is close to being finished. Notes about features may be included if they are fleshed out enough.

Story
The main story of the game will be split into four separate arcs that can be active at any time depending on the player. In addition, there will be smaller arcs dealing with certain factions or characters.

Arc One: Planning
Arc Two: Planning
Arc Three: Planning
Arc Four: Planning

Side Stories:
Bloody Terrorism: Planning
The Vampire Baroness: Planning

Characters
These are features related to the characters in the game.

Research and Development: Finished!
-Players can spend funds to improve characters. The upgrades are unique to each character.

Item Crafting: Finished!
-Items dropped from enemies can be crafted into accessories and other items.

Rest Room: Planning
-A room where players can interact with the characters they have recruited, getting backstory, initiating story missions from them, and the like.

Dossiers: Planning
-As characters interact, do story events, and reveal more about them, the organizations dossier on them will fill out, allowing the player to read up on them.

Character Stars: Planning
-Each character is planned to have three story events. Each story event will require different triggers depending on the character, may require missions or major events to occur, such as character death or deployment to certain areas. Each star acquired will give the character additional improvements.

Character List: 24 / 41
-Implemented / Planned. Expect this number to go up.

Strategy
Features that relate to the missions and the strategic elements of the game.

Missions: Finished!
-Players choose different missions to go on, based on various factors and whether they are unlocked.

Regional Missions: Completed, not implemented.
-Associating Missions with regions, causing threat to go up if they are failed, and preventing more than one mission from being available in each area. Back end is finished, but not implemented due to current testing state.

Bureaus: Planning
-Will allow the player to deploy characters to the different world Bureaus, allowing them to maintain the areas, reduce threats, and produce income. Threat will increase if an area is left unmaintained, or a mission in that area is failed.

Turns: Planning
-Increments a turn counter each time a mission is finished, unlocking later missions based on the timer itself, and failing missions if they are not completed within their own timers. Also related to recovering health if a character is left in the home base during a turn.

Mission Timers: Planning
-Related to the above. Each mission will have an amount of turns it remains active. If it is not completed in that turn limit, it is failed, causing various negative repercussions.