Dome City – Story-oriented Sci-Fi Adventure Powered By Unreal Engine 4 – First Gameplay Trailer

Overon Station has released the first gameplay trailer of their mysterious sci-fi adventure, Dome City. Dome City is a story-oriented sci-fi adventure game in first person view where choice actually matters. You’re the leader of three young space cadets stuck in an abandoned yet haunted city on Mars.

The first person view single player escapade is developed under Unreal Engine 4, and is based on a Hungarian sci-fi novel.

The game targets a Q2 2017 release for the PC.

Oh, and there is also a Steam Greenlight campaign for Dome City.

Enjoy!

Dome City - 7 minutes of Pre-Alpha Gameplay

15 thoughts on “Dome City – Story-oriented Sci-Fi Adventure Powered By Unreal Engine 4 – First Gameplay Trailer”

  1. Another walking simulator where you press buttons and collect things. At least that Alien game had one loss condition (getting rekt by the heavily scripted alien).

      1. What a blatantly false non-argument.

        All FPS at least have hitscan aim combat against varying difficulties of AI opponents. Most are too easy, many are badly balanced so you run into trial and error situations etc. but all FPS have some form of challenge the player has to measure up against. And GOOD FPS have projectile aim and skillful movement mechanics. There is no comparison between FPS and walking simulators. When FPS resemble walking simulators in parts, those are the worst parts of bad FPS. Those games need to be condemned for being ALMOST as bad as walking simulators.

        All RPGs have some form of combat, plus a character progression system where you make choices regarding your playstyle. Walking simulators have neither of these. RPGs are less plagued by influences from walking simulators but my stance there would be the same thing.

        Walking simulators have NO component that requires any skill. If you don’t see that as a fundamental difference I don’t know what to tell you. Again, Alien was slightly above other walking simulators because there was a loss condition you could avoid via stealthy behaviour. There was tension because you could lose. In the video we are discussing there was no way for the player to lose. It was called “gameplay” but there was no game to be played. The player walked through a map, occasionally pressing buttons. Once he unfroze (?) a door by using an item from his inventory. That part most resembled an actual game. The player had to figure out which inventory item to use, that was the biggest challenge of the entire video. I don’t know how many items the player has at any point in the game but I doubt there will be complicated puzzles.

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