Demo | To Be Played


Point Zero - The Atlas Principle V1.0 DEMO 2025

♦ Story

After playing System shock II, I found the game missed something deeper. Thus is grabbed a piece of paper and drafted The first iteration of Point Zero.

To Be Experimental - I took a vessel lost in space, an mad AI and a character in the middle. Point Zero perpetuated beyond System shock's story line, as I grew attached to its vast possibilities and thus I created a principle that's a fascinating game.

To Be Story-driven - Technology and philosophy drive the plot with serious topics, such as: AI, an existential threat, agency over body-and-mind and it adjoins with a sickening body-horror I named—Symbiosis.

To Be Nightmarish - A running dream, unable to gain the distance between the darkness that follows, you run, but you cannot hideit's Point Zero?

♦ Gameplay

A dungeon crawler with an unique combat system and story. D100 Dungeon inspired some, but I decided parting with it and fully designing Point Zero in my way.

To Be Explore - While lulled into the madness of this world, you'll explore increasingly more difficult pre-made decks.

To Be Dynamic - Exploration sheets change overtime the higher you reach, thus altering the game's outcome at every turn.

To Be Tactical - Position, weapon-type and tactics may win combat, yet not every fight needs to be fought.

To Be Crafting - Scrap and produce any item in the game grand the player the advantage

To Be Symbiotic - Symbiosis redefines the meaning of a nightmare.

♦ Inspiration

After playing System shock II, I found the game missed something deeper. Thus is grabbed a piece of paper and drafted The first iteration of Point Zero.

To Be Experimental - I took a vessel lost in space, an mad AI and a character in the middle. Point Zero perpetuated beyond System shock's story line, as I grew attached to its vast possibilities and thus I created a principle that's a fascinating game.

To Be Story-driven - Technology and philosophy drive the plot with serious topics, such as: AI, an existential threat, agency over body-and-mind and it adjoins with a sickening body-horror I named—Symbiosis.

To Be Nightmarish - A running dream, unable to gain the distance between the darkness that follows, you run, but you cannot hideit's Point Zero?

♦ Ambition

Since 2022 I worked on Point Zero's gameplay and crafted a love for narrative writing. Which even got me into writing a story that fits the game's atmosphere.

To Be Inspired - I thank the designer of System Shock II for Point Zero's inspiration as it's a difficult genre with fascinating cyberpunk components.

To Be Writing - A technical manual writer write telling, yet with Point Zero discover show, understood pacing, narrative structure, character development, world building and understood narrative on a different level.

To Be Philosophical - Combine AI, technology, psychology with an emotional deep and thrilling story does come at a cost. This game is rather heavy for me, but still it pays of.

TO BE DOWNLOADED ON

VIDEOS


The Narrated Story

Game Setup

Non Combat Tutorial 1

Non Combat Tutorial 2

Combat Tutorial 1


Rating: 0 stars
0 votes

Add comment

Comments

There are no comments yet.

Create Your Own Website With JouwWeb