Hello! Settled on a release date for my Sandbox Adventure Game "Craterlands" built with Monogame. I actually started on this project over a decade ago with XNA but shelved it for several years. A couple years ago decided to finish it so I think it's time to get it out there. I'm sure it won't be perfect but it has a ton of content and I'll be adding more post release as well.
You may be asking, what makes this different from other Sandbox Adventure games? Went out of my way to a lot of different stuff but here is a breakdown of some of the features.
Towns and Civilians
Settlement Building plays a large part in Craterlands. To grow your settlements you must rescue civilians from dungeons or find them roaming the world. You can equip with them any weapon, armor or cosmetic to help fend off growing invasions. They can also do tasks automatically such as watering your crops or crafting at workstations as some do not work automatically and require manual intervention.
Dynamic Large World Map
Instead of one world map, there are 8 currently. 5 regions on earth and 3 planets that can be reached by rocket later in the game. These regions are about half the size of your typical sandbox game but they overlap and are created seamlessly to create the feel of one large world. Also, this definitely can be used to create a near infinite world but I have it capped currently until more are added.
Dungeons and Bosses
Each region contains 2 dungeons, one related to the story and one that is optional to find. These each have a boss at the end that can drop special items or story items that will progress through the game. There are also cutscenes and characters which will progress the story once certain items are collected or bosses are defeated.
Automation
Automation plays a large role later in the game. Technologies require materials to research so you can gather large amounts of ore from boulders underground by placing automatic drills. Also, there is a complex electrical system using switches, gates and filters so you can control your devices in a number of ways. You can even control the color and change the rate of lighting and different particle effects using the wiring system.
Tile System and Lighting
Craterlands uses a different system for it's tiles. Tiles use a large repeating texture instead of a small one for each block giving the world a more organic look. Also, every block can blend into other blocks so no weird gaps or spaces when multiple blocks are placed next to each.
Craterlands also has an advanced lighting system with light radiating from the sky and a point lighting system providing dynamic lighting and shadows.
Gen AI was used for translating and checking item names and description. I'm just solo dev so it's expensive and time consuming to get this many items translated. All artwork, music and sound was produced by myself or purchased from online stores like Craftpix.net.
Thanks for reading! We are doing open playtesting as well so feel free to give it a try if inclined!