Updated | 2022-11-30 |
Developer | tensleepy |
Language | en |
Total size | 2gb |
Platform |
Receive new games and updates instantly.
Redshift
Redshift is a work-in-progress (Release 0.01 has 450+ Renders and ~30,000 Words of Dialogue) Adult Visual Novel built on the Ren'Py system, using Daz3d generated assets. It was inspired by space exploration novels and games, as well as a slight lean in to an alternate view of what a post-apocalyptic world would look like. It is not a crumbling Earth and zombie-infested vision of a post-apocalyptic world, but more an idea of how a group of humans would act if the Earth they knew and loved was no longer accessible to them.
You play as a custom-named crew member (defaulted to Cole) on the colony-ship Amenonuhoko. The Amenonuhoko's mission was relatively straightforward: travel to a near-Earth star system to test whether or not the idea of an extra-planetary colony was feasible. Whether or not that mission has and will succeed is still in doubt as you wake up from your cryostasis under mysterious circumstances.
A story is only as good as the cast, and you are joined in your mission by a group of diverse and unique individuals:
First on the roster is Arti, the Artificial Intelligence that you designed and the main reason you found yourself with your job. She's going through a lot, and as the only constant presence in her "life", it's your responsibility to steer and choose how she manages the changes she's experiencing.
The next member of the crew is Callie, the primary stellar navigator. It's her job to figure out where you are, where you're going, and what's ahead of you. Your relationship from before the mission launched was pretty distant, but you've always had good feelings for the way she talks and acts like a normal girl next door, with a healthy dash of awkward shyness. She is motivated by dreams of exploration and the wonders of space, a stark difference to your almost detached pragmatism in regards to the mission.
The secondary stellar navigator, Yuki, is a near stranger to you. You rarely interacted with the crew outside of what was needed for your job, so you don't have much experience with anyone below the primary position. Yuki seems cold and indifferent, but there are slight glimpses of an innocent and caring girl beneath the surface. It's up to you to dig out more of her personality and find out even more about why she acts the way she does.
Emma is an engineering prodigy, hired by the Union Government to fill a gap in their fabrication specialist roster. You've heard things about her personality and quirks that make you a bit nervous, but she seems necessary for the ship and for the mission. I guess time will tell whether or not she's an asset or a liability.
There are more crew members to meet and grow close to, but these are the people you'll find yourself interacting in the first release of Redshift. Their intertwined stories will make up the bulk of the game, and their overarching goal of fulfilling the mission will be their driving force to grow together as a crew and as individuals.
Redshift is the first in a series I hope to create that will follow the crew and colonists on board the Amenonuhoko as they try to find and make a new lives for themselves. The initial release is an absolute alpha, as I'm still the only one who has seen or played the game in any way. While it is an alpha, I've spent months poring over the script as well as the code to make sure everything plays the way it should. There are a few game features I'm excited about and hope that they will add more color to the universe I'm trying to build.
In-Game Codex: The codex is your guide to information you've learned about the mission, the ship, and the crewmembers. The codex houses professional information regarding crewmembers, personal information that you learn in your interactions, as well as a gallery of glamor shots you gain as you progress along their story lines.Meaningful Choices: While the majority of the choices in the initial release will be relatively mundane "will you build a relationship with this person" type of choice, there are a few that have long-reaching impacts on the story in subsequent releases. I hope to include a fair amount of branching plotlines to give more individuality to playthroughs. A major story decision is made within this release, and it will have branching consequences that last through until the final release.Holodeck: The holodeck system is my attempt to pay homage and give a nod to the many different influences I've had while making the game. While it's currently in a rough release-state, it will be a way for players to experience non-canonical situations and also play through some parody releases of games I love. It is not integral to the story, but it will serve as a way to get more gameplay out of a game that is truthfully more story-heavy than anything else.Thank you for taking the time to look at my project page, and if you have any concerns, questions, or find any errors you'd like to share with me, feel free to join . If you're interested in supporting this project, you can click any of the links in
Download and install instructions
Game is available for direct download from various file storage providers. Install instructions can be found on developer website.