[ FREQUENTLY ASKED QUESTIONS ]

When will Limit Theory be released?

We have no set date at this time, but we're working hard to get it released as soon as possible! We'll make an announcement when Beta approaches.

Will it be online?

Multiplayer is not planned for Limit Theory. Our primary focus is on exploring gameplay concepts and building a fun, deep game for the single player. We feel that dealing with networking at this stage would distract from that focus. That being said, don't rule out Limit Theory multiplayer completely - given some time and effort, it should be possible to mod multiplayer into the game.

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?

No. This is unfortunately not within the scope of LT. We do find them very important, however, and if there is ever a Limit Theory 2, it would be something we'd consider a necessity. For now, we'd prefer to avoid feature creep and additional technical hurdles where possible. Our focus is on compelling gameplay, which at times may come at the expense of graphical amenities.

What engine does it use?

We've written a custom engine from scratch using C, Lua, 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!

Will the game be moddable?

Yes. A large portion of Limit Theory's algorithms are written in Lua, making the game highly moddable. While this wasn't originally an intended feature, it turned out to be easier (from a development perspective) to make the game moddable than not. Almost everything besides the core engine will be exposed for modders to work with.

How will it be distributed?

We'd like to distribute via Steam and GoG. 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?

At the moment, the plan is to have a closed Beta where only Beta-tier Kickstarter backers are guaranteed access. This may change as we approach release, however. We'll make any announcements about Beta access on the forums when the time comes.

Procedural ships and 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.

For more info, check out the Game FAQ section of the forums, found here.