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DEVELOPMENT PROGRESS

77%
General progress
On this page you can keep track of our development progress on Insomnia RPG.
Every two weeks we assess the work that's been done and update the progress data in each of the following parts.
Thank you for your interest in Insomnia RPG.
Development progress
77%
insomnia

QUESTS

Main story line
80%
The development and implementation of all the main story lines with all possible branching story lines and endings and multipart quests that influence the fate of the key characters as well as entire factions.
Generated events
50%
Smallscale events that are randomly generated throughout the entire game, from the broken security bot or drunk sergeant that wants to provoke you into a fist fight to a bunch of looters or a procession of fanatic followers of the Church of the Forgotten Way.
Generated Quests
45%
Quests divided into 23 acts which are given by NPCs such as colonel Sabra of the Asagras military base or Hastir the smuggler. Completing these quests will help improve your relationship with one or another faction / character as well as develop necessary skills.
Side Quests
25%
Unique side quests involving various key characters or companions, with large amounts of extra content and lore: you can try to solve the mystery of the Red House, earn the title of Crater Champion in Kravaiah, a martial art, or learn the truth about the actual leader of the anarchist Rabbitheads.
The Final Reading
0%
Experienced editors adding final polish to the text, scouring it for flaws in logic and making sure it adds unity and wholeness to the project. The final reading will begin only after all the planned text has been written and inserted into the game.
Translation
15%
Professional translators translating all the text into English. This part will be done after the final reading is complete.
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Sound

Soundtrack
70%
The development and insertion of all tracks that are connected to locations and events in the game.
Sound effects
50%
Implementing sound effects: footsteps, hits, gunshots, explosions, interface sounds, etc. A very important part of the development process to create a fully immersive atmosphere.
Voicing
10%
Voicing monologues, dialogues, and cutscenes with the help of professional voice actors who are native speakers of English. Also recording all the voices that will be available to your character.
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LEVEL DESIGN

Key Locations
70%
Largescale locations that are necessary for the main story lines: Reservation D106, Asagras military base, and the free residential zone J27. Most of the game content will be found in such locations.
Spontaneous Encounters
75%
Smallscale locations meant for spontaneous encounters and generated quests, used for such experiences as camping, encounters with wandering merchants, military blockhouses etc.
Secondary Locations
40%
Mediumsized secondary locations, which will contain secondary story lines that are not connected to the main line, but unveil even more of the InSomnia universe.
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3D Modeling

Architecture / Environment
70%
The 3D architecture and environment that are used in all locations: the design of the corridors of Asagras, the reservation hangar spaces, and the deserted parts if the space station.
Objects
75%
The mediumsized 3D assets: furniture, containers, computers, medical and technical equipment, technology, etc. Such objects are used to fill up locations, create the atmosphere of a place being inhabited or abandoned, or to add particular functionality to a location.
Characters / Creatures
70%
The faces and hairstyles of unique and secondary characters of various genders and builds, all pieces of equipment and weapons, as well as all kinds of creatures.
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Concept Development

Characters / Creatures
100%
Concept work for creatures and characters inhabiting the station: deformants, robots, animals, unique characters, and bosses.
Equipment
100%
Concept work for equipment and all kinds of weaponry, from the handcrafted looters gear from the deserted sector to the hightech equipment used by someone employed by the Committee.
Architecture / Environment
100%
Concept work for surrounding objects and locations. Everything from a regular stool to the complex architectural structures of the Nomah Hierarchy era during its prime.
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Misc

Visual effects
40%
The art, tuning, and implementation of the necessary visuals: explosions; gunfire; postproduction of various scenes; fire, smoke, fog, water, and wound effects etc.
Game Mechanics
70%
Mechanics responsible for movement, close and far range combat, character development systems, and environment interaction moments such as repair, breaking in, creating objects etc.
Animation
90%
All character and creature animations, their creation, implementation, and finetuning.