Genesis Alpha One – Unreal Engine 4-powered sci-fi FPS with roguelike elements – First screenshots

Team17 has today announced its partnership with Radiation Blue to publish Genesis Alpha One; a new sci-fi game powered by Unreal Engine 4 and combining a unique mix of roguelike, FPS, base building and survival elements. In order to celebrate this announcement, Team17 released the first screenshots for Genesis Alpha One that can be viewed below.

Genesis Alpha One is the first game from Radiation Blue, an independent developer compromised of talented developers whose combined game credits include Hitman: Blood Money, Hitman: Contracts, Velvet Assassin, Spec Ops: The Line, SpellForce 2: Shadow Wars, SpellForce 3 and The Settlers.

Sascha Jungnickel, Creative Director of Radiation Blue, said:

“We are very excited to work with Team17 on Genesis Alpha One. We highly appreciate Team17’s passion for games, their transparent developer friendly procedures and of course their exciting portfolio, that we’re now a part of! When we were kids, we enjoyed playing Team17 games such as Alien Breed and Worms. These creative and artistic experiences helped support our decisions to become video games creators. Today, with this partnership, things have come full circle which is incredibly exciting.”

Debbie Bestwick, MBE, Team17’s CEO added:

“Radiation Blue are an exciting new studio made up of incredibly talented individuals, each with a great track record in AAA games development. Genesis Alpha One offers gamers a unique blend of genres in a stunning sci-fi setting and we are thrilled to be able to help them on their journey.”

Enjoy!

Genesis Alpha One - Reveal Trailer

6 thoughts on “Genesis Alpha One – Unreal Engine 4-powered sci-fi FPS with roguelike elements – First screenshots”

  1. Sounds like an interesting game, but I really wish they would tone down the visual flare, it makes seeing enemies in the distance or up front that much harder to spot when you’ve got too much bloom and blood shoved in your eyes.

  2. That’s a clever way of saving yourself the trouble of creating character textures. Aside from that little observation all that comes to my mind is, I wish people would just stop making all these “””FPS””” games so we can return to real FPS where shooting is the point, the main course, the end for which the other features are but means. It seems nowadays too many devs want a piece of the FPS pie without pushing the genre forward (or in any direction, really). FPS gameplay has been degraded to serve as a generic base layer to “gamify” some other concept that the devs care about more. In this case real-time building, I guess.

    The moving and shooting aspects of your average FPS felt better 10+ years ago than they have in most “””FPS””” since. After console controllers this hybridization trend, possibly started by Deus Ex, is the biggest obstacle. If FPS fans are busy playing weird hybrid games then that cuts down on the sales of any genuine shooter.

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