Tone and Influences

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The tonal aim of Drift is “dark but with rays of hope”

Players should feel like a small piece in a galaxy that does not care about them, but have their own hopes, dreams and ambitions that they want to work towards; either for personal benefit, emotional connection or in furthering some larger philosophical effort. Players will be given many opportunities to help others they come across, usually at some cost or risk to themselves – but the choice of whether to follow that path, or to exploit the plight of others for their own benefit, is part of the intended game design.

The outer colonies are a dark place. But they’re also a place of endless possibility; where engineers manifest impossible feats through technology, boundless frontiers tempt the bravest explorers, and courageous heroes shine brightly against the cold darkness of the void.

In comparison to other media; a concoction of the wild frontiers of Firefly / Han Solo, the grittiness of Battlestar Galactica / The Expanse, and a sampling of the absurdity of Borderlands or Mad Max. Oh, and perhaps a few horror themes thrown in… think Annihilation, Prometheus, or Riddick.