Yourself and up to five other players will explore the dark reaches of space, which mix hand-crafted and procedurally generated content with historically relevant easter-eggs offering insight into the Mandate's rich lore. Perihelion Interactive have not only focused on space exploration, but also human exploration – the bond between captain and ship, crew and officers.
In a unique turn for the genre, relationships between captain, crew, and officers will directly affect battle situations, and with rogue-like elements, officers trained over time can be lost – literally vented out through the side of your ship - which will suffer irreparable radioactive and other atmospheric cosmetic and detrimental effects, rendered in DirectX11 on the Unity Engine for PC, with a release schedule for Mac and Linux too.
For the first time in the strategy RPG genre, players will orchestrate boarding operations isometrically in the vein of X-Com and Jagged Alliance, while your friends support you in real time from their ships. If more manpower is required, they can join you in boarding the enemy vessel, allowing you to switch back to your ship and offer them support – or you can fight together and double your numbers.
Strongly inspired by the ethos of 18th century Russian history and literature, the world of The Mandate sees a dystopian Tsarist future, ruled by bureaucracy – with an iron hammer. As a disgraced captain, you’ve to leave your past behind you and face the unbeatable threat of The Mandate, gaining as much control over each sector of space as you can, undertaking quests, trading, and fortifying your assets; build Star Bases, and create allegiances with one of the many factions in the game, inspired by many other European and global cultures.
This holographic simulator can be paused and returned to at any time, allowing captains to strategically plan out their deep space skirmishes, using any advantages provided by their environment like asteroid cover or line-of-sight. The footage was crafted using the Unity game engine and the speed of ships, their turning rate, the weapon firing rate, etc, are not representative of the final gameplay/pacing.
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