When Will it be Released?

We're shooting for an early 2015 release.

Will it be Online?

Multiplayer is not planned for the first release. We would love to pursue the option when the time is right, but our primary focus for now is on exploring gameplay concepts and building a fun, deep game. We feel that dealing with networking at this stage would distract from that focus. That being said, don't rule out the possibility of a Limit Theory Online in the future!

Will There be a Story/Campaign?

No, part of the emphasis of Limit Theory is the lack of a story/campaign! Now, that's not to say that you won't have anything to do in game. There are plenty of missions, quests, and "stories" going on inside LT, if you're the type that likes missions and such. Of course, they are all procedurally generated. You can take part in plenty of epic "stories," but there is no "main" story to guide you through the universe. That's up to you to craft!

Will it be Realistic?

Yes and no. Our focus is on enjoyability and fun gameplay. We certainly want it to feel more like a space simulator than an arcade game, but we won't implement features that we think aren't interesting solely for the sake of realism. Much of our philosophy can be summed up as "stylistic, not realistic." In other words, we wish to achieve a very pleasing and interesting "stylized" depiction of space, both graphically and in gameplay. Still, rest assured that we will never use this as an excuse for not polishing a feature, or implementing something poorly!

Will There be Seamless Space-to-Planet Transitions?

Not likely in the first release. We'll certainly prioritize this technology for future releases, as we feel that, in the long run, it's an absolute necessity for this genre. However, our focus for the first release is on compelling gameplay, which may, at times, come at the expense of graphical ammenities.

What Engine Does it Use?

We've written a custom engine from scratch using c++ and OpenGL. Having an intimate knowledge and control over the engine has allowed us to design it from the ground up to most efficiently support the level of procedural content generation that Limit Theory calls for. We're also just crazy enthusiastic about game engine and graphics engine design...so it seemed like the natural choice!

How Will it be Distributed?

We'd like to distribute via Steam and Desura. If that plan fails, we'll revisit another distributions scheme when the time comes.

What's With All the Fog in the Screenshots?

It's not fog, it's dust from asteroid fields. And no, not all systems are like that! In fact, most space that you fly in won't be dusty. But it turns out that we really like the dusty aesthetic, so we tend to take most of our screenshots in dense asteroid fields :) Sorry!

Can I BETA Test it?

Maybe so! We'll post information about BETA access on the forums when the time comes.

Procedural Ships? Space Stations? Not Possible.

We realize that there are an enormous number of misconceptions circulating concerning this still-embryonic technology known as procedural content generation (PCG). Many people think that PCG is strictly capable of such things as "fractal" terrains, vegetation, and so forth. But PCG is not inherently tied to any particular type of content, it just happens to be quite easy to write algorithms that generate terrains and vegetation. Procedural ships and space stations, however, are completely feasible. They just require different kinds of algorithms. As you can see from the screenshots, we have had a fair amount of success already! We don't even have a 3D modeling package installed on our dev machines. We couldn't model something manually if we wanted to. We're serious when we say that everything will be procedural...and if you don't believe it, then you'll just have to get a copy of the game when it comes out and see for yourself!

Doesn't Procedural Content get Dull?

It totally depends on the algorithms. Procedural content can be as varied and interesting as the developer allows it to be. We are pouring an enormous amount of work into making our algorithms as diverse and high-quality as possible. We hope to achieve a level of quality and diversity that would be unattainable even by a full team of professional artists. We know that it's possible - we just have to make it happen.