
About This Game
Star Zeal 4x is an open world space based strategy and rpg hybrid with elements from the 4x genre and survival mechanics sprinkled on top of it. Highly emergent gameplay within an open world persistent galaxy is the core purpose of the game design. Unlike more conventional 4x strategy games, no conquest meta exists, you are free to role play your character and faction outside of an optimal path for success.
Exploration:
-Explore a procedural galaxy including generated and handmade star clusters like our own with the Sol system in it.
-Diverse factions both procedural and hand made, each with their own starting scenarios.
-Discover and exploit rare resources on planets, dangerous areas deep in space and even anomalies you might regret encountering.
Characters and RPG mechanics:
-The player has a main character representing them. Your character is also customizable and can die, and be replaced by successors.
-Characters will have special abilities and can even attain and use special items.
-The AI are also lead by such generated characters who's personalities will affect both yours and their faction in all manner of ways including diplomacy, tech generation and war. They can also be encountered in full 3d tactical engagements.
-Multiple roles for your leaders/characters including commanders, captains, governors, agents and civilians.
Massive 3D galaxy:
-Star Zeal 4x features a full 3d play area. Even star clusters and other positions in the galaxy are in 3D space.
-Extremely vast and mostly realistic distances and sizes for objects. It is possible to get lost and run out of fuel, so be careful.
-Full 3d ships and tactical engagements.
-Pausable real time combat and changeable game speeds.
Unique ships:
-Ships are one of the main stars of the show, each ship that has been built will be unique, not merely the design with its own history.
-Ships can also have their own cargo.
Logistics, colonies and complex resources:
-Resources and other cargo are not abstracted completely, they are moved to the location where it is they are needed.
-Each population, whether on planets or in space are counted as an individual entities, required for generation of leaders, soldiers, scientists and crew for ships.
-Resource manufacturing/industry.
Procedural tech and research:
-The research tree is dynamic/non linear with which you will generate your own techs. There is essentially no tech tree, but paths created by the players actions including the abilities of scientists you have assigned to them.
-Use a dizzying array of weapon types, from conventional lasers and missiles to mind bending anti matter mines. All of which depends on how you craft/research them using your factions resources including scientists.
About me:
I'm just a guy who wants to make fun and interesting games for gamers to enjoy. Not much else to say really.