FRONTIERS blends the feel of first-person RPG classics like Daggerfall with the relaxing tempo and simplicity of a point-and-click adventure. Discover ancient mysteries, live off the land and fight deadly creatures, all in a beautiful, massive open world.
Is FRONTIERS for you?
I can still remember the first time I played Daggerfall. Yes, it was uglier than a monkey’s armpit and controlled worse than a bumper car on a frozen lake. But it also created the feeling of a world that lived on even after I’d stopped playing, and that feeling still sticks with me all these years later. A world where you could spend hours searching every pixelated nook and cranny. A world of potential. A world of exploration…
…and then a Dragonling would chomp my face because I hadn’t spent ten hours grinding in the easy regions. Arg! So frustrating!
Other games have touched on that elusive feeling, especially Elder Scrolls and early Fallout games, but as fun as they are and as much as I love hardcore RPG mechanics, I’ve always dreamt of a game that emphasized exploration above all else.
If you feel the same way then yes – FRONTIERS is for you!
Massive open world – go anywhere, any time
Unique relaxing pace and tone
An exploration-focused main quest that spans an entire continent
Simple gameplay – no stats or skill trees to memorize (It barely qualifies as an RPG, really)
Live off the land – hunt, trap, fish and cook dozens of varieties of plantlife (including hallucinogens!) and a dozen varieties of animal
Minecraft-style item crafting system
Dozens of skills to discover and learn, including magic, survival and stealth skills
Hundreds of shops, taverns, homes, caves, castles and other structures to explore
A haunting soundtrack for every region
Full mod support
NEW: Oculus Rift support
NOTE: I recommend reading reviews & forum posts before purchasing, especially concerning Linux support.
Why Early Access?
“This is a low-budget game created mostly by one guy – hello – and without lots of time & help from lots of players there’s no hope of getting it BALANCED and TESTED. Early Access gives me that chance. I think there’s something unique and enjoyable ready to be unearthed in this game – hopefully we can all have some fun digging it up.”
Approximately how long will this game be in Early Access?
“FRONTIERS will stay in Early Access until it has been fully balanced and tested. I’ll be relying on feedback from players to help me decide when we’ve reached that point. I can’t predict how long this will take but I can tell you I want to release it officially as soon as humanly possible.”
How is the full version planned to differ from the Early Access version?
“Apart from general polish and balance (have I mentioned balance?) the full version will include three full acts and a complete storyline. The Early Access version contains Acts I & II. As we balance and test these acts your feedback will be applied to Act III, which will be released with the final game.”
What is the current state of the Early Access version?
“It’s playable, and the first two acts of the main quest are available, but overall the game is very buggy. You shouldn’t dive in unless you have fun seeing a project come together from the inside out. It’s going to take a lot of hard work to bring it up to the standard that you might be used to from a finished game project.
Major unimplemented features include co-op multiplayer and support for Linux. Four-player co-op is at the top of my feature list and I’m pushing very hard to implement it asap. How long that will take is anyone’s guess. As for Mac & Linux, I hope to begin distributing builds for both platforms soon after releasing on Early Access, but I can’t make any promises.[/b]”
Will the game be priced differently during and after Early Access?
“The price will always be $15. I chose that price a long time ago because it felt like a good deal for the amount of content I’m delivering. If the game ends up being worth more after we’ve worked on it in Early Access, great – it’ll just be a better deal. No need to change the price.”
How are you planning on involving the Community in your development process?
“Everything from the price of objects to the healing effects of plants to the cost of skills to crafting times must be weighed against one another – there are too many permutations for me to try them all by myself! I need the community’s help to bring out the fun factor. You will be there to tell me what works, what doesn’t work, what’s broken, what should be removed, and so on. I will be there to hear you out and translate your feedback into game mechanics.”