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HullRats

A sandbox simulation where you manage oxygen, pressure, heat but also the mental and physical wellbeing of your crew. Take command of ships, scavenge, build, craft, survive the harshness of space in an emergent story where the world does not care about you.

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Latest Contributor: IGF TeamEdit notes
Search Google: Who developed HullRats?Developer scaleThe operating scale of the game's developer.
Search Google: Who published HullRats?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is HullRats self-published or published by Dan Danciu?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is HullRats and Dan Danciu funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for HullRats and Dan Danciu?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of HullRats?Release statusWhether and how the game has been released.

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About the Game

Survive the harshness of space in a deep sandbox simulation. Be what ever you want to be. Trade, steal, fight, salvage. Build and improve your ship.

The world will evolve around you. There is no linear story. Your story will write itself through your actions and various random or scripted events.

Disclaimer: The game is in a very early stage of development. Everything is placeholder and everything is subject to change. Most game systems are not implemented yet, and those that are there, are barebones. A certain game marketing guru said that it's never too early to create the Steam page, so here we are. Thanks CZ.

Half-built or planned features:

  • Impactful combat with limb damage inspired from a certain great game.

  • Skills increase based on activity.

  • Job system.

  • In depth base building (ship building). Destructible environments in simulated outer space.

  • Smart AI. Uses Behaviour Trees as base but with input from a local LLM (no AI APIs or any shenanigans).

  • Simulated world with persistent NPCs from several factions.

  • AI powered dialogue that uses backstories, world events or local events as talking subjects (prototype in screenshots).

  • NPC Social relationships, character simulation with attributes and traits that change how they behave.

  • Survival needs for all NPCs: hunger, thirst, sleep, oxygen etc.

  • Fairly realistic orbital mechanics travel and exploration through our solar system.