Q: What will the gameplay be like? Will it resemble Squad, Insurgency, Escape from Tarkov, Call of Duty, etc.?
A: We're aiming to create brutal, immersive gameplay focused on close-quarters combat, cover mechanics, attack and defense. Features like low TTK, surface penetration and destruction, the ability to build your own cover, suppression and panic effects, and authentic, uncensored voice lines are designed to deliver intense and thrilling emotions—that’s our priority! We’re not chasing pure simulation or maximum realism. Instead, we’re paying attention to plausibility, justification, and the military aesthetic. To give you a better idea of what to expect, you might describe Entropia as a mix of Insurgency’s grit and grounded realism, Rainbow Six: Siege’s tactical depth, and a touch of Battlefield’s "Breakthrough" mode.
Q: Why does the graphics look so rough?
A: Graphics are typically polished in the later stages of development, and that’s the approach we’re taking as well. Since we don’t use procedurally generated landscapes or assets, creating each model, texture, and every corner of the locations takes a significant amount of time and resources. Of course, it’s all about working, working, and working. To gauge the level of detail you can expect, look at the weapon, character, and vehicle models. The roughest part right now is the maps.
Q: What platforms will the game be on? Will it be available on mobile?
A: PC only.
Q: Will the game be paid (aka premium, buy-to-play)?
A: Yes, it will be a paid game. This way, we won’t have to rely on aggressive monetization methods like adding silly skins or ads. In my opinion, this is the better approach.
Q: Will there be microtransactions?
A: To be safe, I'll say "Yes," but we're not heavily focusing on them. There definitely won’t be silly skins, “tactical” sportish guns, execution animations with bats or zombies, or anything like that. And of course, nothing that affects gameplay. We’d like to offer something rare and interesting, like unique camouflage or rare modifications of well-known weapons.
Q: When will it be possible to play? Is it possible to take part in closed testing?
A: For an indie game, it’s crucial to start building a community as early as possible. While I’m here answering your questions and sharing our ideas, we’re also preparing the Pre-Alpha version. We’re aiming for a release around February-March 2025, and that’s when we’ll launch Patreon and Boosty, giving the first opportunity to get a key and play. We don’t want to ask for funding until we’ve made a decent trailer and a more polished version of the game.