My name is Aaron Challis, and I'm the lead designer for Centration. I'm 24 years old and have spent my life loving games, how they're made, and coming up with ways to improve the games I play.
I live in the United Kingdom, around the London area - I grew up here and I've only left for short amounts of time to stay in Florida and Sweden for a break. I have plans on going to many other places.
Centration is a project I am hugely passionate about. I've had the idea for Centration for over 10 years now, and it all started with a little game called cellautomata; later known as Space Station 13. You can hear more about that in the video.
It's a multiplayer-survival-horror sandbox game, based in space! You player a crew member on board a space station, space ship, or a colonist on an outpost. Your role is to keep the facility running; and with everything that will inevitably go wrong, this job gets harder and harder as the game goes on. There are various different styles of gameplay - emergencies, attacks, disasters, explosions, and lots more!
Centration is a massive project for the game industry - not in terms of scope, but in terms of the potential it offers to gamers. It's a New KIND of gameplay - gameplay created entirely by the players themselves!
The team and I have spent the better part of a year now, refining the design for Centration, and we've recently started development - but have realised how big a project this is for us to accomplish without any financial support. We all have jobs and financial commitments, which means we can't always put our time and money towards Centration as much as we want.
Your help will mean that Centration gets the attention, the love, and the care that it deserves. It means Centration will be completed sooner, and it means we can include a lot more gameplay in Centration.
Players join dozens of others from all over the world to crew a space station in orbit of a far-flung solar system, on one of the most important missions of all time – to ensure the survival of the human race.
The game is yours, gameplay will flow from you and the people you play with. One of the core aims of Centration is to provide a sandbox for you to create the situations and the gameplay for yourself; the opportunity for true role-play, or simple fun!
Survival is key. It’s one of the most important mechanics with Centration. You’ll be on board a space station, with equipment that could (and will) malfunction, with people that could turn on you any minute, with the harsh cold of space surrounding you, and so many other unknowns that you’ll have to learn for yourself… can you survive Centration?
Centration is predominately multiplayer, played in rounds that could last from 5 minutes to 5 hours. You’ll be playing with dozens of other players from all over the world, and their motives may be slightly different from your own… Maybe they’re assigned to kill you? Maybe they’ll do it anyway. You never know… but one thing is for certain; you will need to watch your back.
Brutal, visceral, and most of all… dangerous. Centration isn’t about fast-paced in-your-face combat, running and gunning. It’s not an FPS. It’s a battle for survival. Your weapon? Whatever you can reach before you come to an untimely end. What will you get? Are you lucky enough to be armed with a gun? Maybe a scalpel smuggled out of the med-lab? Or are you unlucky enough to have been rudely interrupted on the loo, forced to use your own shoe in defence of your life…
But of course, when everything goes pear-shaped during combat, there’s the diverse medical system , which can save (or curse…) you. You can be bruised, factured, broken, cut, strangled and poisoned. Internal bleeding, ruptured organs? Brain damage? The doctor will be your best friend… or worst enemy.
Centration includes a dynamic airflow simulation. The station has a limited supply of air, and the tools to recycle and process the Co2 back into O2. A single hull breach is all that stands between you and the vacuum of space. In the event of explosive decompression, you will find yourself (and everything that isn’t bolted down nearby) being sucked through the breach into the cold dark of space.
The space station uses generators to produce electricity and wires to transport it. Every bundle of wire leads to a necessary device, and every device consumes energy from the power grid. If something should go wrong, you will quickly find yourself in the dark with no life support. The power grid is dynamic, and thus, will require work and rerouting every time a section of the ship is cut off.
Why are we even here? What are we doing? Why is everyone dying? Who cares!! You can do SCIENCE! Lock yourself away in a science lab while the station rips themselves apart, and discover all the secrets that await you, or team up with the crew to uncover new and cruel ways of inflicting pain and death.
Where’s the fun if you can’t blow shit up? The entire station is interactive and destructible. You never wanted that corridor anyway. Might as well, you know, blow it up?
Earth, 2152. The world is a nightmare. Humanity’s population has swelled exponentially. The biosphere is dying. Mankind is trapped in the web of its own consumerism and need to propagate itself. Governments are gone, national flags replaced by shrink-wrapped logos representing corporations. The shadow republic that poses as a United Earth Federation is really a pack of bought and paid for demagogues, lining their pockets with bribes from corporate interests and pandering for the media. But really, they are just puppets in suits that make nice with the mass-media and spit out soundbytes for public consumption.
The 21st century was a time of warfare between national tribes. Humanity desperately wished to be united as one, but under no flag could they find the common ground needed. As the 22nd century approached, the wars intensified until the earth was enveloped in a near total war between the last three major governments, the New Soviet Coalition, the Atlantic Alliance, and the Asiatic Empire. Military might and UN treaties didn’t end the wars, it was backroom deals between government contractors that ended the war and formed the pact of the United Earth Federation, and declared global hegemony for the first time.
With the dawn of a new century and a united species, man focused for the first time on space travel instead of warfare, but the governing interest wasn’t exploration, it was economic gain. Asteroid mining became the major industry and two major powers emerged as Universal Technologies and Remington Corporation became the two most prominent deep space resource exploitation firms on the planet. Soon, colonies in near-earth orbit were constructed and humans began leaving the overpopulated, and rapidly destabilizing surface of their planet.
Martian terraforming began anew, but with resource projections and global population data becoming ever more problematic, UniTech and RemCorp partnered up to produce the first means of faster than light travel, ensuring that all future human colonies would be dependent on earth-based shipping.
Several human colonist organizations were desperately searching the skies for habitable earth-like planets so that they could escape the yoke of their corporate masters, be free of their patented terraforming tools and start anew, living free on their own planets without the need to import supplies from off-world, but the Orbital Radar Imaging Network, a property acquired by one of UniTech’s subsidiaries, kept data on habitable earth-like planets from the public eye.
After all, the next big commodity would be off-world real-estate. The target: The moon of a gas giant named Centration by UniTech science teams.
We're looking for $80,000.00. Not a small sum, is it? But it's what we've calculated will be needed in order to fulfill all of the rewards and to fund Centration's development for a release on time.
The money will go to supporting our team, paying for expenses, for licences, for assets, for any additional help we will need, and for all of the awesome features you guys will love.
We've decided to go extra awesome, and provide customised branded gear for you guys to don while you play Centration, such as headsets and mice - and we'll make sure they're in good quality too!
Not only that, but there are tonnes of in-game rewards and items for you guys - unique items, uniforms, special aesthetic features, and more!
If we don't reach our entire goal, then that's extremely sad and it means we won't be able to get Centration completed as early as we hoped - but it won't stop us. With whatever we do get, we'll fulfill the rewards and pipe it to development none-the-less.
Your contribution to Centration will help us tremendously. It will fund our team to work much more often, much faster, and with better tools.
Our team boasts over 12 members, some industry experienced, and others entering the game industry from other professional fields. We want to give people who are passionate about Centration the chance to contribute and believe that skill and passion outweighs experience.
We -really- need your help guys, I'm not going to lie. Our team are volunteers, and they have hardly any time at all to dedicate to the project because it doesn't have an immediate return for them.
That's okay guys! We know you want to - let your friends know about the project, spread the word, or, if you'd like to contribute to the project more directly, we're always looking for skilled programmers and modellers who are willing to volunteer and work with us to make this project a reality.