Social Contract: Reimagined


Social Contract: Reimagined

Wowee, has it been a long time. Almost a year actually. This devlog is going to be less so patches, bug fixes, etc, and more an explanation. So maybe a quick Q&A is in order

Yes, it's the same game

Yes, I'm still alive

Yes, Veil of the Eclipse (RPGish) is still in production, just on a backburner

Yes, if you came from Era: Dawn of Ages, that's still being worked on


Meat and Potatoes

This is basically a ground up remake of Social Contract. New mechanics, new levels, new guns, better game. Playing the game you'll see the difference, a changelog is completely pointless.

I have been busy, exceedingly busy, hence no real work on any of my projects until now. I have, as of last year, became a father, moved house, and a bunch of other things. All things considered, I'm pretty happy with how everything came together. There's no flea market, no proper Social Contractors HQ (Social Engineers, which was renamed), and the level Social Contractors Live Fire Evaluation doesn't work. That's a secret, but between you and me, it's intended to be a gambling PvP deathmatch. Don't tell anyone.

It's also much more geared toward speedrunning. In game timer, new movement tech, better implant syngeries, etc.

The early levels are short, I'm aware, they're the first two levels, and are designed for new players to be able to use. Sticking a new player into a massive open map with 20 directions to go and enemies around every corner is unrealistic. Be patient.

There will be more frequent updates, and there's a generally much larger scope now. Experiment, speedrun, upload your runs to youtube or something and link it in the discussion, I'd love to see them.

Anyway, hope this is a satisfying update after almost a year.

GOODBYE!

Files

Social Contract v0.1.0.0.zip 48 MB
55 days ago

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