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THE COGS AND GEARS OF THE GAME SYSTEM
Learn how to play Machina Obscura - The Steampunk Action RPG
KEY FEATURES
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action-packed fights on foot and with vehicles on land & in the air
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a deep, enthralling background story
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countless sidequests and an exciting main story
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no character- classes, but an open, accessible skill pool
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individual crafting system, where no invention matches another
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an enormous, dynamic game world free for exploration
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a dynamic economic system
THE ACTION RPG
Dynamic fights challenge the player’s reflexes. Companions can be send to battle, and huge weapons like the ship’s guns can be used. Land and air vehicles can be operated.
Battles can happen almost everywhere and everytime, the players can be attacked in the woods by a pack of wild animals or in the city by a group of robbers. Even in the air, pirates and flying monsters are lurking.
AN INTERACTIVE PLAYING FIELD
The enviroment plays a key part in Machina Obscura. Some items can be used, like a field artillery on a battle field. The player can pick up loose objects like chairs or gears and use them as weapons or cover. Machines can explode or leak hot steam.
UNRESTRICTED LEVEL SYSTEM AND NO CHARACTER CLASSES
In Machina Obscura there exists no level-system in the usual sense. Experience-Points, that are collected during the game, can be spend immediately for improvements on skills or attributes, for a certain price. Each skill pool is accessible for every character, there are no class restrictions (since there are no character classes at all).
AN ENORMOUS GAME WORLD
The engaging main quest about the threat of the zombie-soldier-machine is only a part of the story, that the players can explore with their teammates. Machina Obscura offers a whole planet with continents, flying islands and dried-out ocean beds. Different climate zones and a rich variety of cultures guarantee a diversified game experience.
A large-scaled world history with conflicts and wars between the nations offers an exciting story alongside the main quest. Even the exploration of the prehistory of the planet Cyclus is interesting for the players - the ruins of the Ancestors with their technological wonders await their discovery. Characters can also own their own airship and conquer the skies!
COMBAT & ACTION CARDS
Combat situations are mostly planned for and resolved at the same time for each player and NPC.
Action Cards are divided into three categories - regular, equipment and special. See more on Action Cards by clicking on the picture to the right!
I. Planning Phase
Every player and the game master use their action points to buy cards from their hand and to plan their next move.
Action Cards are used in combat situations to plan your moves in every round. You then roll dice if you use a skill, attack or defend to determine success or failure for this action.
Players need to anticipate the next move of their opponent. This makes the game much more dynamic and tactical.
II. MOVEMENT PHASE
Every combat participant that has purchased an action card for movement will now move the character.
III. ACTION PHASE
All remaining actions are played out.
What happens when a ship sinks?
When the player looses a battle and the ship sinks due to it’s damage, the player has to track his way on foot from the crash-site to the nearest city with a harbor. Here, at the harbor master’s office, he can reclaim his ship with money and waiting time. The ship will be badly damaged and in need of repairs, and parts of the equipment and cargo are missing. Also, all collected ship experience points that have not yet been spent, are lost.