This may wind up being something to fear if the market is flooded, dividing consumers among too many games, resulting in each of the developers having too little income to properly maintain the game after it hits the market. The only time it ll cost you is if you want to purchase something in-game. Whatever the case, it s a very unusual approach to take to distributing a game but one that I m sure a number of publishers and developers will keep an eye on as an alternative model for acquiring income from a title. The game takes place way off in the future where humans have gotten a handle on space travel, have colonized their own solar system, and have begun looking into other star systems as possible colonization hot spots.
Robots go berserk and start killing people.
Alas, this all to common mental slip leads to years of war as the humans try and reclaim Calypso and put down the robotic menace. After a while the robots are defeated and more humans come from Earth to re-colonize Calypso, but when they get there it turns out that there are countless radioactive mutants, victims from the war against the robots, who are neither friend nor foe, but would appreciate not being left out of the loop. However, before the human settlers got a chance to figure out just what they re supposed to do about these freaks a bunch more robots from an automated mining colony out in the middle of nowhere go haywire and start to attack the colony and have far bigger guns making them a far bigger pain in the ass to deal with. This is where the game picks up and players have to create their character and dive in, then figure out what they ll do in this crazy, mixed up world. Well, expect the usual environments of forests, cities, grasslands, and so on, but how they grow and change is left entirely in the hands of the players.