Greetings, Max Ulman is here, and in this post, I want to briefly answer the question: "What is Entropia, and why are we making it?"
My team and I love games that deliver real emotions—through gameplay, through challenge. When the gameplay is engaging, defiant, and when is brings you a thought: "Hell yeah, that was seriously brutal!"
Games that immerse you so deeply you forget it’s just a game. But how many projects like that exist? There’s Insurgency: Sandstorm, Ready or Not, Squad. But in the ocean of copy-paste "pop games," such titles are rare.
Modern games have devolved into pandering to the masses because, well, it’s business. Of course, hundreds of thousands of players will hype a game better, keep high online stats, and spend money way better than a niche audience of a few thousand die-hard fans. So edges get smoothed, gameplay gets polished to the point of blandness, and everything starts to look and feel the same—unnatural, sterile, boring. From bright, simple visuals to replacing words like “kill” with “eliminate.” They hide death counters, nerf weapons—all for the sake of some false sense of comfort and "safety"/ Oh, we just can't get our player upset! Sometimes it’s gets just absurd.
We see games differently. And Entropia will be different. We want to deliver emotion, challenge, and immersion. We’re a small team with no publishers, no investors, and no big commercial ambitions weighing us down: we’re free to create what we want. Our goal is simple: make a game, and make it brutal.
Beyond what might be called a more old-school approach to gameplay, I see a bigger goal in "usability". Honestly, it literally kills me that PC gaming has a 30-year background, yet every year games feel less and less user-friendly. At this rate, we’ll be moving and shooting via console commands soon...
Seriously, who thinks it’s a great idea to bombard players with unsolicited tutorials and banners, to bind leaning to Z and C, or to remove map and server selection? And ads in paid games? By the time you reach actual gameplay, you’re already losing your mind.
I want interacting with the game to feel natural and intuitive. Menus should be clean, efficient, and occupy minimal screen time, delivering exactly what the player needs—nothing more, nothing less.
Atmosphere and lore are just as important. It is not that critical for a game in its prototype stage, but I believe everything in a game must have a reason to exist. That’s why Entropia already has a deep lore of its world, and its characters. I’ll share details later, because for now, the focus remains on development and initial building of our community.