Subtera

Subtera - the endless world

The world is old, the world is broken. Many gods have risen, ruled an fallen. The last era is nigh, and the remnants of what can be called a civilization now struggle to live on a immense and deadly world. Welcome to subtera.

Subtera is a MMO/RPG game with sandbox elements that tries to diverge from the commercial, mainstream counterparts of it’s genre by creating a unique way that players interact with the world and how he sees its character progress inside it. The planet is huge and vast, almost impenetrable, filled with new and ancient magic, old civilizations, dungeons, gods, good and evil beings and much, much more, buried deep down under it.

Gameplay

Fast character development

The player does not need to spend months farming experience or grinding on the same mob forever. By leveraging the battles on less but much more powerful and deadly enemies the player is able to upgrade its perks with hours or days of play-through. Imagine a world where you are able to lose everything with a single mistake but in counterpart a character is able to achieve its full power in less time. We want to players to be engaged on the act of playing, not the act of doing repetitive tasks. This means that there is no experience bar; you’ll improve by doing the task you like more, and in counterpart will lose the skills you don’t use so much, without countless hours grinding or macroing.

Human Slave

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Gears

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No economy, less NPC’s {#NoEconomyLessNPCs .clear}

Do you want to buy a sword? Go to the forger guild and ask a forger to do so! The forger don’t have the required materials to forge the sword? Open a guild quest so adventurers can look for them! Found a dungeon while excavating for materials? Open a reign quest to let players know about it, and partner with them to (try to) adventure on it. Cleaned a dungeon? Call for all guilds to excavate and explore all the lore attached with all of them. The possibilities are infinite.

Having no economy means that items will be the currency in the game, and we’re going to provide a simple way to know what “price” a item is being traded for, so people won’t be scammed on dark transactions. Of course you’ll be able to create valuable items like coins, so if the world ends up with a currency, it will be developed by it and not just imposed upon.

Death

Death is a valuable commodity.

In a deadly world, death is inevitable, and interacting with it has to be unique, meaning that we have implemented a system that will be both interesting to new players and engaging for hardcore players. When you create a character, you have to create a testament binding: a god, guild and some quests will enable you to opt on what will happen when you die: do you want to lose your character stats but remain with your equipment? Bind your soul to Lord Debarthas, deity of possession. Want to risk everything and try a new character with completely random stats and equipment upon dying? Bind to Clev, the god of forbidden deeds, and try your luck. Each contract will give good and bad perks to your character, creating a unique environment and giving the sense of consequence to the player. The higher the contract is, the bigger is the power up and harsh is the payment. You chose!

Crafting and construction

We love sandbox games, and love what you can achieve by changing the world around you and tailoring it to resemble you, truly leaving a mark on it. We’re trying to create a sandbox game that’s at the same time beautiful and engaging. So differently from common sandbox games the process of construction/destruction is a bit slower than normal to ensure that people won’t break stuff freely and we don’t want to add magic stuff to prevent people from doing it. Note that enemies will be able to destroy the environment so prepare yourself for epic raids!

Intelligent AI

Break the never-ending chain of grindness by confronting greatly improving the enemies with an overhauled AI. Expect that mobs work together for a goal, based on its preferences: expand the dungeon, loot cities and guilds, protect their environment and bosses. If a enemy has a pack behavior, ALL of them will turn against you (and will not attack one after the other, of course).

Non classification

We hate the idea of forcing a player to follow a specific path, hardening the choices as he/she progresses, so we’re removing the class system and leaving only the mastery tree: if you use a lot a set of items and do a lot of activities, you’ll be more effective on it, and thus creating your path on the way you desire. Of course improving a set of skills will set a drawback on another set of skills, so we wont have overpowered users.

Weapons and magic

As everything on subtera, the creation of weapons will be customizable. We’re going to develop an interface to the crafter that will enable the ability to customize, improve, paint and create new and unique items. This will enable a class of players/creators, which will have their creations valued on the entire game, instead of countless pre-factored weapons and infinite drops. We’re also planning to create a blender plug-in to effectively enable the creation of new models and be recognized for them.

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Environments

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Outfits {#Outfits .clear}

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