Dev Diary #001: Our Vision
[p]Crimson Frontier is a dynamic top-down shooter designed to immerse players in a world of corporate intrigue, mercenary brotherhood, and ruthless battles. The goal is to craft a game where tense action, tactical variety, and an atmospheric world converge into a single experience.[/p][p]In this developer diary, we share our vision of the gameplay loop, how we are shaping the core mechanics, and the kind of experience we aim to deliver to players.[/p][p][/p][h2]Gameplay Loop[/h2][p]
Crimson Frontier is built around punchy combat, character progression, and story. The player controls Adam Crimson—a battle-hardened mercenary caught in the epicenter of an interstellar corporate conflict. His journey is about fierce firefights, tactical decision-making, and the search for truth.[/p][p]
[/p][h3]Core gameplay elements[/h3][p]Combat and Tactical Interaction:
[/p]
Exploration and Environments:
[/p]
Character Progression:
[/p]
For us it is important that the player feels a living, breathing world—full of danger and opportunity. Every fight is a tense tactical episode; every decision carries weight. The player isn’t just mindlessly mowing down enemies; they are fighting on a battlefield where positioning, timing, and ingenuity in using tools decide everything. We strive for a fine balance between action and exploration to keep the gameplay constantly evolving and engaging. [/p][p]
Our design principles:
[/p]
[/p][h3]Player’s Perspective[/h3][p]We want the player to feel like they’re in an 80s-90s action movie: every fight a spectacle of explosions, chaos, and pure adrenaline. Here’s how we imagine the player’s thoughts: [/p][p] “I’m a mercenary. The contract is simple: complete the mission at any cost. Weapons loaded. Deep breath. And... an ambush! A trap right from the start? Fine, let’s play rough. I grab the first thing at hand — a pistol. I’ll find something better later. Here it is — a heavy blaster. Now enemies explode in a firework of sparks.[/p][p]Found some armor. Almost invincible. Checking my build: trap and grenade. I set the trap, bait, fall back, toss the grenade. BOOM! Just wreckage and twisted metal everywhere. Gonna upgrade that trap — keep 'em stuck longer. First boss! Huge and brutal. First attempt - ouch. Second - better. Third - down he goes. Level up! Respec time. Drone and bazooka this time. Let’s change the game.[/p][p] New zone. Endless dunes and wide horizons. Wait - a vehicle? Can I ride it? Hell yeah! I’m tearing through the sand, laughing like a madman. Suddenly — a sandworm erupts! Alright, big guy. Let’s dance.”[/p][p]
We want the player to feel like part of this world, not just passing through it. [/p][p][/p][h2]Final thoughts[/h2][p]
Crimson Frontier is a game we’d love to play ourselves - fast-paced action, tactical depth in a morally complex world. Our mission is to ensure every battle feels exciting, every decision carries weight, and every playthrough brings something new. [/p][p][/p][p]Welcome to Crimson Frontier. Your suicide mission begins now.[/p][p]
[/p]
Crimson Frontier is built around punchy combat, character progression, and story. The player controls Adam Crimson—a battle-hardened mercenary caught in the epicenter of an interstellar corporate conflict. His journey is about fierce firefights, tactical decision-making, and the search for truth.[/p][p]
[/p][h3]Core gameplay elements[/h3][p]Combat and Tactical Interaction:
[/p]
- [p] Weapons: a diverse arsenal—from pistols to devastating lasers.[/p][p][/p]
- [p]Abilities: 10 active skills, including traps, support drones, defensive fields, and grenades.[/p][p][/p]
- [p]Defense: armor, exosuits, and a cover system—everything needed to survive the chaos.[/p][p][/p]
- [p]Resources: limited ammunition, scavenging supplies, and on-the-fly tactical adaptation.[/p]
Exploration and Environments:
[/p]
- [p] A variety of locations—from orbital stations to the wastelands of the planet Xinor.[/p][p][/p]
- [p]Secrets and alternate routes that influence gameplay.[/p][p][/p]
- [p]Interaction with NPCs for information and side missions.[/p]
Character Progression:
[/p]
- [p] Experience and levels to unlock new abilities and equipment modifications.[/p][p][/p]
- [p]Free respec of ability points to rework one’s combat strategy on the fly.[/p][p][/p]
- [p]Strengthening relationships with allies to gain access to resources and combat support.[/p][p]
[/p]
- [p] A world on the brink of war, where choosing a side is inevitable.[/p][p][/p]
- [p]The ending depends on player decisions—will Xinor be free or stripped bare.[/p][p][/p]
- [p]Adam Crimson’s evolution through interactions and their consequences.[/p]
For us it is important that the player feels a living, breathing world—full of danger and opportunity. Every fight is a tense tactical episode; every decision carries weight. The player isn’t just mindlessly mowing down enemies; they are fighting on a battlefield where positioning, timing, and ingenuity in using tools decide everything. We strive for a fine balance between action and exploration to keep the gameplay constantly evolving and engaging. [/p][p]
Our design principles:
[/p]
- [p]Aggressive yet tactical gameplay. Instead of button-mashing—precise actions that reward attentiveness and adaptation to the situation.[/p][p][/p]
- [p]Enemy variety. Each enemy faction requires different strategies: robots are predictable, bandits are cunning and cruel, mutants are chaotic and dangerous.[/p][p][/p]
- [p]Freedom of approach — ranged or melee combat, traps or hybrid tactics—the player defines the style.[/p][p][/p]
- [p]World interaction — caches, environmental storytelling, and alternate objectives in every location.[/p]
[/p][h3]Player’s Perspective[/h3][p]We want the player to feel like they’re in an 80s-90s action movie: every fight a spectacle of explosions, chaos, and pure adrenaline. Here’s how we imagine the player’s thoughts: [/p][p] “I’m a mercenary. The contract is simple: complete the mission at any cost. Weapons loaded. Deep breath. And... an ambush! A trap right from the start? Fine, let’s play rough. I grab the first thing at hand — a pistol. I’ll find something better later. Here it is — a heavy blaster. Now enemies explode in a firework of sparks.[/p][p]Found some armor. Almost invincible. Checking my build: trap and grenade. I set the trap, bait, fall back, toss the grenade. BOOM! Just wreckage and twisted metal everywhere. Gonna upgrade that trap — keep 'em stuck longer. First boss! Huge and brutal. First attempt - ouch. Second - better. Third - down he goes. Level up! Respec time. Drone and bazooka this time. Let’s change the game.[/p][p] New zone. Endless dunes and wide horizons. Wait - a vehicle? Can I ride it? Hell yeah! I’m tearing through the sand, laughing like a madman. Suddenly — a sandworm erupts! Alright, big guy. Let’s dance.”[/p][p]
We want the player to feel like part of this world, not just passing through it. [/p][p][/p][h2]Final thoughts[/h2][p]
Crimson Frontier is a game we’d love to play ourselves - fast-paced action, tactical depth in a morally complex world. Our mission is to ensure every battle feels exciting, every decision carries weight, and every playthrough brings something new. [/p][p][/p][p]Welcome to Crimson Frontier. Your suicide mission begins now.[/p][p]
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