Opsidium Designs

Hello, we are Opsidium Designs and we would like to welcome you to our website and blog. Here we will be discussing progress on games and assets, developments within the company, new programs or assets that we find interesting and general topics that interest us.

Today, we’d like to present to you our concept of an extraction based shooter we have been creating titled, ‘Repressed’.

The idea of Repressed has been in development for several years; while the actual implementation of the game has been ongoing for about a year. This dev log is to showcase our journey as developers as well as kick off our official plan for Repressed. First let us introduce ourselves.

Opsidium designs is currently run by two people. Creghton and Josh. With Creghton being the ‘coding guy’, while Josh is the ‘graphics guy’. Creghton has been coding and creating technology since he was seven years old and Josh has been creating animations and working with models since he was in roughly middle school.

Now onto Repressed.

Repressed is an extraction shooter game that features all of the normal survival mechanics of PvPvE along with a proper horror element akin to games like The Evil Within, Outlast, and Amnesia while retaining similar combat and gameplay as Escape from Tarkov and Hunt Showdown. We also wanted to include a story and RPG elements by taking inspiration from games like Fallout. That sounds like a lot of ideas to combine together, so lets summarize like this:

Repressed is a hardcore first person extraction shooter that features a story driven experience that will put the player into contact with a cast of characters as well as other players. The environment is harsh and dangers lurk around every corner as the Cryptids over run the world. Explore alone or with others, gather skills, complete quests, and determine your allegiance.

Repressed takes place in a futuristic alternate universe on a continent named Venesia. Venesia is made up of a few towns and cities ranging from urban environments to open areas of forest and land. It is led by a democratic government and is home to the mega science corporation, BioJynx. Our game takes place after an experiment at BioJynx goes wrong and the continent becomes infested with Cryptids. Throughout the chaos, 3 factions arose, The Scarlet Eye Union, The Backdoor Syndicate, and The Outcasts.

The Scarlet Eye Union was cobbled together with the remains of the democratic government that ruled over Venesia before it was dismantled following the BioJynx outbreak. They are led by Stuart Marshall, after his older brother was killed during the chaos.

The Backdoor Syndicate is a private military contracted by BioJynx in an attempt to control their own outbreak. Their only goal was to eliminate the virus from Venesia, including infected humans. Although they are still contracted under BioJynx, it is clear they have their own motives as well and only follow orders from their general, Blake Norton.

The Outcasts are a collection of people that enjoy the chaos and think that the outbreak was a good thing for humanity. They are skilled but disorganized as they are led by Alyx Wrynn, a deranged man who lost is family during the outbreak.

The full story of Repressed will be illustrated and posted in another blog, along with a link to a video that has a voiceover, alongside an explanation as to what each illustration means.

Like we stated before, Repressed is a PvPvE extraction shooter, so the basic mechanics of the game are similar to many others in the same genre. You start out with 3 character slots and utilize your factions stronghold as your main base. In total there are 3 strongholds, 1 for each faction and 1 as a kind of no mans land. Inside the strongholds you will have access to traders, quests, the blackmarket, your stash, and other players. Once you are ready to go, you can enter Venesia through infiltration points. In Venesia you will explore, loot, complete quests, balance your trust with factions, and enter combat with other players or Cryptids.

Venesia will be an open persistent world when we fully release Repressed, but for our first few play tests we will be using a smaller version of the map that is not persistent. This is to help us do a couple things. One is to focus on the core gameplay and optimize the game one step at a time. Another is to keep costs down for servers and to help identify networking problems.

With all that said, we’d like to leave some of this out as our current dev-log video is still in the works, so we want to keep the rest of our ideas and concepts under wraps until we are ready to release the dev-log. We will release more with the release of dev-log number one, so keep an eye out!

Thank you,

Opsidium Designs.