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No. Although it features elements that evoke the MMORPG genre, the game will not have a massive online open world. The entire campaign and biomas will be played in Single-Player mode. However, the main city will act as a social Hub/Lobby where players can see each other in a limited capacity.
One of the game's core premises is to move away from traditional turn-based battle mechanics. Combat will be a 2D platformer action game, allowing free movement and dodges. There will be 4 common active skills, 1 special active skill, and 1 passive skill. However, to prevent it from becoming a platform fighter, skills will have cooldowns before they can be used again. This creates room for strategic timing—requiring you to use the right skill at the most opportune moment—while leaving you open to penalties if you miss.
No. The goal is to have a flat purchase price for the game, along with cosmetics/skins and season passes available in the shop. Seasons will feature leaderboards, and the plan is to reward those who reach the top, either with premium skins or even exclusive ones. However, one of our major concerns is the potential for RMT (Real Money Transactions) within this competitive game style, where players trade resources (in this case, Quantum Beasts) among themselves. This will be a significant challenge to address, as we are committed to preventing or at least hindering such a market. There are several ways to tackle this in the gaming industry, but we have yet to decide on a clear approach that ensures fairness without negatively impacting players who do not engage in these types of transactions.
As of right now, there is no set release date, not even for open or closed testing. It is important to keep in mind that the game is being developed by just 1 person in their spare time; it currently generates no revenue and is not their primary source of income. However, the use of Artificial Intelligence in the project is proving to be highly efficient for coding, brainstorming ideas, and creating concept art, which greatly compensates for the limited development time.
Initially, the plan is to launch on PC first. The user interfaces are already being designed so they can be easily adapted and used on Mobile devices in addition to PC. However, there is also an intention to prepare the game for a release on Home Consoles and/or ensure it can be played using controllers/joysticks.
Throughout the project's development, every line of text is already being localized into 🇧🇷 Portuguese-BR, 🇺🇸 English, 🇪🇸 Spanish, 🇫🇷 French, 🇮🇹 Italian, 🇩🇪 German, 🇷🇺 Russian, 🇯🇵 Japanese, 🇨🇳 Chinese, and 🇰🇷 Korean.